Ironfang Invasion - Players Guide

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PLAYER’S GUIDE

Development Lead • Crystal Frasier


Author • Crystal Frasier
Cover Artists • Yigit Koroglu, Mark Molnar,
and Nikolai Ostertag
Interior Artists • Miguel Regodón Harkness,
Mirco Paganessi, Nikolai Ostertag, and Géraud Soulié
Border Artist • Tomasz Chistowski

Editor-in-Chief • F. Wesley Schneider


Creative Director • James Jacobs
Creative Design Director • Sarah E. Robinson
Executive Editor • James L. Sutter
Senior Developer • Robert G. McCreary
Pathfinder Society Lead Developer • John Compton
Developers • Adam Daigle, Crystal Frasier,
Amanda Hamon Kunz, Mark Moreland, ADVENTURE PATH

PLAYER’S GUIDE
Owen K.C. Stephens, and Linda Zayas-Palmer
Managing Editor • Judy Bauer
Senior Editor • Christopher Carey
Editors • Jason Keeley, Lyz Liddell, Elisa Mader,
Brad Matteson, Adrian Ng, Joe Pasini, and Lacy Pellazar Coming Together 3
Lead Designer • Jason Bulmahn
Senior Designer • Stephen Radney-MacFarland
Designers • Logan Bonner and Mark Seifter
Character Tips 4
Art Director • Sonja Morris
Senior Graphic Designers • Emily Crowell and Adam Vick Campaign Traits 7
Project Manager • Jessica Price
Organized Play Coordinator • Tonya Woldridge Nirmathas at a Glance 8
Publisher • Erik Mona
Paizo CEO • Lisa Stevens
Militia Tracking Sheet 11
Chief Operations Officer • Jeffrey Alvarez

Chief Financial Officer • John Parrish
Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele
Marketing Director • Jenny Bendel
Outreach Coordinator • Dan Tharp
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Data Entry Clerk • B. Scott Keim
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Senior Software Developer • Gary Teter
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Customer Service Team • Sharaya Copas, Katina Davis,


Sara Marie Teter, and Diego Valdez
Warehouse Team • Laura Wilkes Carey, Will Chase,
Mika Hawkins, Heather Payne, Jeff Strand, and
Kevin Underwood Reference
Website Team • Christopher Anthony, William Ellis,
This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations,
Lissa Guillet, Don Hayes, and Erik Keith
yet these additional supplements are not required to make use of this book. Readers interested in
references to Pathfinder RPG hardcovers can find the complete rules of these books available online for
free at paizo.com/prd.

Advanced Player’s Guide APG Bestiary 3 B3


Ultimate Magic UM Bestiary 4 B4
Bestiary B1 Bestiary 5 B5
Bestiary 2 B2

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IRONFANG INVASION
PLAYER’S GUIDE
The Ironfang Invasion Adventure Path begins in the from across western Nirmathas to be neighbors. Ideally,
sleepy Nirmathi town of Phaendar, nestled alongside at least one character is a native of the small town, and
the only major crossing of the Marideth River within 50 other characters should have reason to visit often enough
miles upstream or down. The campaign begins as artisans, that at least a few residents know their names. Many
farmers, miners, shepherds, traders, and trappers from of the campaign traits (see page 7) offer reasons for a
across the region gather for the seasonal Market Festival character to live in Phaendar or its surrounding environs.
to send their raw materials to market in the “big city” of To help players acclimate to the nation and the regions
Tamran and trade for those essentials—finished goods, surrounding Phaendar, a short guide to Nirmathas
clothing, magic, and alcohol—that make surviving the begins on page 8. This gazetteer can help you understand
next season easier. The PCs may be longtime residents of what it means to be Nirmathi, while additional details on
Phaendar, injured veterans recuperating from the war, or the nation can be found in Pathfinder Campaign Setting:
trappers and farmers who arrive to sell their wares, catch Lands of Conflict.
up with friends, or stock up for the season, only to find If your character isn’t from Phaendar, but is still tied
themselves beset upon by a merciless enemy! to Nirmathas, she could be a trader or politician from
the capital of Tamran, newly arrived to trade for local
COMING TOGETHER resources; a military veteran from the Molthuni front
With Phaendar being such a small town—barely 400 far to the south, on a resupply mission to Nirmathas’s
souls make their permanent home close enough for the breadbasket; a wounded veteran recovering in the
sheriff to keep an eye on them—residents generally know country far from the action; or perhaps a militia deserter
one another by sight, and even consider regular visitors passing through while fleeing the nation.

3
Characters with no strong ties to Nirmathas may be visit the messageboards at paizo.com and share your
part of a merchant expedition from any of the nations experiences and questions with others who are playing
bordering Lake Encarthan. Varisian caravans occasionally through this campaign.
traverse the Bloodsworn Vale to the northwest, migrating
into and out of Nirmathas in the warm months. Alignment
Refugees from Nidal to the west occasionally survive the Fighting back against the Ironfang Legion isn’t limited
treacherous journey over the Mindspin Mountains, and to any particular moral outlook. This Adventure Path
find Nirmathas a paradise compared to their shadow- provides plenty of motivation for any good- or neutral-
enshrouded homeland. Your character could be a half- aligned adventurers, from protecting unsuspecting
orc escaping from the hardscrabble orc tribes of the citizens to restoring peace to seizing glory and wealth
neighboring Hold of Belkzen, an elven game hunter from as the spoils of battle! While NPCs want their homes
Kyonin challenging her skills against the wildlife of the restored and their families protected, they are also willing
Fangwood, or an explorer from Andoran or Taldor to pay for services rendered, motivating both heartfelt
mapping the war to prepare a proper report for PCs and greedy mercenaries. Even evil adventurers
her respective government. Your character may (with Game Master permission) might enjoy that
be even more unusual—Nirmathas’s wilds are same fame and fortune, or see every reason to
seen as a refuge by many considered monsters take revenge against monsters who wrong them
by society—and all manner of creatures and personally or destroy their property.
criminals might flee to the relative isolation
of the Nesmian Plains and the Mindspin Archetypes and Class Options
Mountains to escape their past. Most of the Ironfang Invasion Adventure
Whatever the case, this Adventure Path Path involves exploring and surviving the
works best if your character either has wilds of Nirmathas—especially the Hollow
a strong personal investment in the Hills and the Fangwood Forest—as well as
area, a reason to oppose invading investigating ominous, monster-infested
monsters, or no pressing reason dungeons and fortresses, and
to return from whence they came. delving into ancient secrets
Many people displaced by the of the land left behind by
Ironfang Invasion simply flee its earliest fey and dwarven
for safer climes; what makes inhabitants. All character classes
an adventurer is the drive to are suitable for the Adventure Path,
push back against brutes who but those whose abilities emphasize
would take your home, your urban adventures may find few
fortune, and your loved ones! opportunities to shine. Because
much of this campaign, especially
during the first two volumes, is
CHARACTER TIPS focused on wilderness survival,
You’re playing the Ironfang Invasion classes at home in natural settings—
Adventure Path, but what sort of including barbarians, druids, hunters,
character should you play? What kineticists, rangers, and shamans—will
sort of character fits the themes of have an easier time addressing the earlier
wilderness survival, dungeon exploration, challenges they face (perhaps too
and guerrilla warfare against a far larger easy, if an entire party consists of
and better-equipped army? The following wilderness-themed characters).
hints, suggestions, and character options Because little of the Ironfang
are designed to help you create characters Invasion takes place in large
perfectly suited to meeting the challenges and settlements, players with large
dangers this Adventure Path has in store. The or unusual companions—such
following suggestions are not exhaustive, and as animal companions or
there are thousands of concepts that eidolons—will rarely need to
can find a place in this campaign. For leave one of their core class
more discussions about characters in features behind to avoid
the Ironfang Invasion Adventure Path, upsetting locals.

4
PLAYER’S GUIDE

Some potentially useful archetypes are listed below. Familiars and Animal Companions
• Archer (fighter) from Pathfinder RPG Advanced Characters may begin the Ironfang Invasion hailing from
Player’s Guide all across Avistan and beyond. Dwelling in the laissez-
• Bandit (rogue) from Pathfinder RPG Ultimate Combat faire culture of Nirmathas, nearly any animal companion
• Beast rider (cavalier) from Ultimate Combat or familiar is appropriate, no matter how out-of-place or
• Green Faith marshal (inquisitor) from Pathfinder unruly it might seem in urban locales. Characters who
Player Companion: Heroes of the Wild reside in the region, or who wish to select an animal that
• Guerrilla (rogue) from Pathfinder Campaign Setting: fits the region, might want to be a bit more selective. The
Inner Sea Intrigue following familiars are good choices given the terrain
• Herb witch (witch) from Heroes of the Wild and climate of the Fangwood Forest and the Nesmian
• Holy guide (paladin) from Pathfinder RPG Advanced Plains: batB1, catB1, foxB3, goatB3, hawkB1, hedgehogUM, house
Class Guide centipedeUM, owlB1, pigB3, rabbit (Pathfinder Player Companion:
• Nirmathi irregular (ranger) from Pathfinder Campaign Animal Archive), raccoonB3, rat B1, raven B1, skunkB3, slothB4,
Setting: Inner Sea Magic squirrel (Animal Archive), toad B1, and weasel B1.
• Scout (rogue) from Advanced Player’s Guide The following animals can be found throughout
• Skirmisher (ranger) from Advanced Player’s Guide western Nirmathas and would be good choices for
• Trapper (ranger) from Pathfinder RPG Ultimate Magic companions or mounts, and are readily available
• Voice of the wild (bard) from Advanced Class Guide replacements should a character’s existing animal
• Wild child (brawler) from Advanced Class Guide companion perish: aurochsB1, badgerB1, bearB1, bird (eagle,
falcon, or hawk)B1, boarB1, small cat (lynx or mountain
In addition to these options, the Advanced Class Guide lion)B1, digmaulB5, dire ratB1, dogB1, horseB1, mindspin ram
also introduces the order of the beast, a cavalier order (Pathfinder Adventure Path #91), ramB2, stagB4, swanB4, giant
dedicated to defending the wilderness. weaselB4, and wolf B1.
Characters interesting in pursuing a prestige class In addition to the animals mentioned here, the bestiary
have many options. Any that emphasize self-sufficiency in Pathfinder Adventure Path #115: Trail of the Hunted
or group support will find many opportunities to employ features a selection of animals native to Nirmathas that
their abilities. The following suggestions are the most PCs may select as animal companions or familiars. Talk
thematic for the Ironfang Invasion Adventure Path: to your GM about these possibilities.
arcane archer, darechaser (Pathfinder Player Companion:
Paths of the Righteous), Green Faith acolyte (Pathfinder Favored Enemies and Favored Terrains
Campaign Setting: Paths of Prestige), hinterlander (Paths of The majority of the Ironfang Invasion Adventure Path
the Righteous), horizon walker (Advanced Player’s Guide), takes place in southern Nirmathas, from the dense
nature warden (Advanced Player’s Guide), and stalwart woodlands of the Fangwood Forest to the gentle Nesmian
defender (Advanced Player’s Guide). Plains to the rugged Hollow Hills. The best choices for
favored terrain are forest and underground, but plains
Bloodlines, Mysteries, and Patrons and mountains (which includes hills) are both good
While most sorcerer or bloodrager bloodlines are additional choices. Solid favored enemy choices include
feasible choices for the Ironfang Invasion Adventure fey, humanoid (goblinoid), magical beast, and plant.
Path, the following suggestions fit the theme or provide
abilities especially appropriate to this campaign: deep Origins
earth (Advanced Player’s Guide), destined, elemental, Given the campaign’s location, characters likely hail from
fey, or verdant (Advanced Player’s Guide).
The oracle Nirmathas or have good reason to visit the area regularly.
mysteries and shaman spirits with the strongest ties to Many are likely local trappers, hunters, woodcutters,
the themes of the Adventure Path are battle, lore, nature, soldiers, or scouts. Nidal, Varisia, the Hold of Belkzen,
stone, and wood (Ultimate Magic). Suitable witch patrons and Lastwall all share borders with Nirmathas and
for the Ironfang Invasion include animals, elements, make excellent homelands for non-Nirmathi characters,
endurance, healing (Ultimate Magic), plant (Heroes of as does any nation that borders Lake Encarthan.
the Wild), transformation, trickery, and vengeance Remote as it is, Phaendar and the surrounding area
(Ultimate Magic). attract an eclectic variety of personalities, from young
Of course, these choices are only suggestions, and hopefuls training to join the Chernasardo Rangers or
players should not feel limited to these options—most Nirmathas’s army to wounded veterans recovering in
bloodlines, mysteries, spirits, and patrons would work relative peace far from the front to the south, and from
well in the Ironfang Invasion Adventure Path. quirky explorers and researchers to outsiders fleeing

5
often blended within any single family. Because Nirmathas
CAN I PLAY A HOBGOBLIN? was once part of the trade route connecting Cheliax to its
Varisian colonies, human heritages from all across the
With gamers fond of playing the outcast or the surly
world can be found in various corners of the nation.
loner, some will look at a campaign about fighting back
Many other humanoid races also call the region
against an invasion of hobgoblins and decide to play a
home. Half-orcs, often orphans or refugees from the
hobgoblin themselves. A hobgoblin player could be an
Hold of Belkzen, are the most numerous non-humans
exile from the Ironfang Legion who thinks Azaersi is too
in the wilderness nation. With one of the remaining Sky
brash and endangers her people, or a refugee from one
Citadels—Kraggodan—situated in southern Nirmathas,
of the other hobgoblin armies the Ironfang Legion has
dwarven artisans, merchants, and warriors are common
drafted into service. However, hobgoblin society shuns
sights throughout the nation, often traveling to or from
compassion, cooperation, and family unity, and readily
other nearby dwarven settlements like Janderhoff and
beats these traits out of its children at an early age,
Glimmerhold. Gnomes and halflings are fairly common
so even hobgoblins with an axe to grind against the
as well, attracted by the new opportunities and ancient
Legion are unlikely to cooperate with humans against
mysteries of this verdant land; halflings in particular tend
their own kind, and good-aligned hobgoblins are all but
to descend from slaves freed from Cheliax or Molthune.
unheard of without extraordinary circumstances. Player
Half-elves, largely refugees or indiscretions from Kyonin
character hobgoblins will likely engender mistrust and
across Lake Encarthan, also make up a sizable minority
hatred wherever they go in Nirmathas once the war
of Nirmathas’ population, while full elves find themselves
begins; the Nirmathi people currently suffer under a
attracted to the primordial wilderness of the Fangwood.
merciless hobgoblin horde enslaving their kin, and
Less common races also call Nirmathas home (with
consider any hobgoblins—and those traveling with
Game Master approval). Ratfolk from nearby Druma
them—to be potential spies, scouts, or saboteurs. This
see Nirmathas as a land desperate for arms and rich in
distrust manifests largely as increased prices and large
untapped resources. Dhampirs and fetchlings sometimes
circumstance penalties on Charisma-based skill checks.
number among those refugees fleeing from neighboring
Consult your Game Master before deciding to play a
Nidal. Nirmathas itself is home to a small population of
potentially disruptive character concept.
undine genie-kin, who are sometimes born to families
who settle near the nation’s mysterious Marching Springs.
On rare occasion, aasimars from Lastwall, as well as
changelings and skinwalkers from Ustalav, make their way
persecution for their heritage or faith. Characters in the into Nirmathas, usually hoping to escape their pasts.
Ironfang Invasion Adventure Path can originate from
anywhere, but should have reason to stay in Nirmathas Religion
and fight back against monsters taking advantage of the Religion is not a cornerstone of the Ironfang Invasion
young, war-torn nation. Adventure Path, but faith is still deeply important to
the people of Nirmathas, and divine spellcasters are far
Languages more common within its wilder corners than arcane or
The Ironfang Invasion Adventure Path offers characters psychic spellcasters. Most communities honor Erastil as
plenty of opportunities to negotiate with potential both the lord of hunters and the guiding hand of small
allies, uncover ancient history, and spy on enemies. The communities. Cayden Cailean, as the god of freedom
most common languages of Nirmathas are Common and heroism, is exceptionally popular among those
and Hallit, with heavy pockets of native Dwarven and who consider themselves freedom fighters. Gorum and
Elven speakers. Characters with additional language Iomedae both enjoy a strong following along both sides
choices stand to learn much about the region’s history of the Molthuni front, but the chaotic and free-willed
if they speak Sylvan, and can negotiate with or threaten Nirmathi hew more closely to the tenants of Our Lord
their inhuman adversaries with knowledge of Draconic, in Iron. Nirmathas’s proximity to Kyonin has also invited
Goblin, and Undercommon. some converts to elven gods, and the cult of Calistria in
particular has found many fervent worshipers across the
Races nation.
Nirmathas lies at the heart of Avistan, but consists largely The Green Faith is of particular importance to the
of unclaimed wilderness and bustling colony towns less people of Nirmathas. Many lay people know the cult’s
than a century old. The vast majority of Nirmathi are basic tenants, and various trappers and lumberjacks pay
humans of Chelish, Kellid, Taldan or Varisian descent— their respects to the land each day before they begin

6
PLAYER’S GUIDE

their work. Easily the regional center of the Green Faith


and its worship, the hidden community of Crystalhurst WANT TO READ MORE?
provides an excellent hometown for druid, hunter, or
Several existing books provide more perspective and
ranger characters.
knowledge for your Ironfang Invasion Adventure Path
campaign. Listed below are additional sources that,
Skills and Feats while not necessary, may prove useful or inspiring while
Character playing through the Ironfang Invasion
playing through this campaign.
Adventure Path will benefit most from a wide variety of
skills and abilities. That said, skills that aid characters FOR GAME MASTERS
in enduring the wilderness or dungeon dangers will Pathfinder Campaign Setting: Lands of Conflict
be of great benefit. Survival and Stealth will both play Pathfinder Campaign Setting: Races of the Inner Sea
important roles in the early stages of this campaign, and (hobgoblins)
the variety of terrains will provide ample opportunities
for Acrobatics and Climb to show their value. As always, FOR PLAYERS
Perception is a handy skill for almost any adventurer. Pathfinder Player Companion: Heroes of the Wild
Understanding your surroundings and enemies will also Pathfinder Adventure Path #75: Demon’s Heresy
come in handy; of the Knowledge skills, arcana, local, and (Green Faith)
nature will provide the most benefit.
Over the course of the Ironfang Invasion, characters
will have limited access to many of the resources they
may normally take for granted, especially those provided in the area. Regardless of their background, every
by large cities. Nirmathas’s largest community, Tamran, character should have a vested interest in fighting back
does not feature prominently in the Adventure Path and against the invading army or reclaiming land lost to a
is only a small city, capable of providing spellcasting merciless conqueror.
of 4th level or lower and magic items worth 4,000 gp Each player character should select one of the
or less. Consequently, feats that improve a character’s following campaign traits as one of her two traits
self-sufficiency, such as item creation feats, Eschew available at character creation.
Materials, Herbal Components (Heroes of the Wild), Master Animal Whisperer: You’ve spent more of your life
AlchemistAPG, Well-PreparedAPG, or Witch KnifeUM all help around animals than people, and find them easier to
keep a player character supplied and prepared despite understand. You gain a +1 trait bonus on Handle Animal
the lack of infrastructure to rely upon. checks, and Handle Animal is always a class skill for you.
Your trait bonus increases to +5 whenever you attempt to
Traits “push” a wild animal to perform a trick for you, so long
In addition to the campaign traits listed below, several as its attitude is indifferent or friendlier. You may target
traits from the Advanced Player’s Guide are common and creatures of the animal type with charm or compulsion
appropriate among natives of western Nirmathas (and spells as if they were humanoids, but unless you have
provide access to certain skills and abilities useful in the another ability to make yourself understood to animals,
Ironfang Invasion): Adopted, Animal Friend, Child of you must still succeed at a Handle Animal check to “push”
Nature, Devotee of the Green, Forlorn, Fortified Drinker, your target in order to communicate specific requests.
Hedge Magician, Militia Veteran, Patient Optimist, Blight-Burned: You were raised deep in the Fangwood
Poverty-Stricken, and Veteran of Battle. Heroes of the Forest, but in your childhood the Darkblight overtook
Wild presents more traits appropriate to this campaign, your community, and blighted fey attacked your friends
in particular Beastkin, Self-Reliant, Green-Blooded, and family. Even after escaping, you barely survived
Survivalist, Wild Domesticator, Wild Ferocity, Wild infection by the otherworldly fungal disease and still bear
Shadow, and Wild Stride. a terrible scar from your ordeal. You gain a +2 trait bonus
on Fortitude saving throws against disease or poison
CAMPAIGN TRAITS (your choice), and your scar now throbs painfully in the
The Ironfang Invasion Adventure Path takes players all presence of unnatural creatures, immediately alerting
across and beneath Nirmathas in their campaign against you to their presence. This sixth sense alerts you to the
inhuman invaders. The campaign begins in the human presence of aberrations, oozes, and all creatures with
town of Phaendar, and player characters should be the blighted fey and fungal creature templates within 30
natives of the community or its surrounding environs, feet (though it doesn’t indicate their exact location). You
or else new arrivals with some reason to remain invested can always act during the surprise round against such

7
creatures, and you aren’t considered flat-footed against squelched any hopes you had of returning home, and
such creatures in the first round of combat. now you struggle to find a home on the surface. Thanks
Chernasardo Hopeful: You’ve pledged your skills and to your travels, you gain one of the following as a bonus
your life to the Chernasardo rangers, studying to protect language: Common, Hallit, Varisian, or Undercommon.
your homeland from foreign invaders. You currently In addition, your homesickness means time spent
remain a neophyte in this secretive guerrilla army. You underground revitalizes your spirits; whenever you are
have yet to be entrusted with many of their secrets, and underground—either in natural caverns or an artificial
spend a great deal of time training with the old ranger complex—you automatically stabilize if brought below
Aubrin in Phaendar to hone your skills of hunting and 0 hit points, and if reduced to 0 hit points (or you are
tracking. In forest or plains terrain, you may reduce a stable and conscious when below 0 hit points) you do
single target’s effective level of concealment against you not take the usual 1 point of damage disabled characters
(from total concealment to concealment to not concealed) take from performing a standard action. This revitalizing
by studying your natural surroundings as a move action. effect fades after 4 consecutive days spent underground,
This reduced concealment ends immediately once the but returns after you spend more than a week above
target moves from its current location. At 10th level, you ground again.
may study your terrain as a swift action instead. Unbreakable Survivor: Over a decade ago, bandits took
Foxclaw Scout: You are part of Nirmathas’s informal everything you valued in life and left you barely alive.
network of hunters and scouts known as the Foxclaws, You managed to rebuild your life in the years since, and
and study the secret vulnerabilities of those dangerous your tenacity has made you a local legend. Once per day
beasts that prey upon your fellow settlers. You gain a +2 as a full round action, you may shrug off some of your
trait bonus to confirm critical hits against creatures of injuries and immediately heal a number of hit points
the animal, magical beast, and vermin types, and while equal to your Constitution modifier + 1 per Hit Die. Your
wearing a trophy from an animal, magical beast, or reputation for tenacity inspires your neighbors, and you
vermin whose CR was higher than your current class gain a +1 trait bonus whenever you attempt to influence
level, you gain a +1 morale bonus on Will saves. residents of Phaendar with Diplomacy or Intimidate
Frontier Healer: You make your way in life by putting checks. At 6th level, your reputation spreads further
people back together after the rigors of the world take across the nation, and you may apply your trait bonus
their toll—brewing herbal remedies, setting broken on Diplomacy and Intimidate checks to influence all
bones, and treating diseases. You gain a +1 trait bonus on humanoids in Nirmathas.
all Heal and Knowledge (nature) checks, and one of these World-Weary: You’ve seen the horrors of war, and had
skills is always a class skill for you. Any time you restore hoped you’d seen the end of it. You’ve retreated from
hit points using the Heal skill or a cure spell (but not with the fighting—likely from the front line with Molthune,
channeled energy, lay on hands, or a magic device such as but maybe from the crusade of Lastwall or the political
a potion or wand), you restore 1 additional hit point, plus infighting of Ustalav—and now just want to protect
1 for every 2 class levels you have beyond 1st. and provide for those you care about. You gain one of
Ironfang Survivor: Whether you were serving in the the following as a permanent class skill: Appraise, Heal,
military or simply beset by a surprise attack, you barely Knowledge (history), Sense Motive, or Survival. When you
survived an encounter with the Ironfang Legion, one of perform an aid another action to improve a creature’s
Molthune’s infamous monster regiments. Maybe you Armor Class, you increase its AC by +4 rather than +2.
even survived the horrors of the Ramgate Massacre. You
can’t scrub the memories of their brutality from your NIRMATHAS AT A GLANCE
waking or sleeping mind, and you keenly recall their Nirmathas is a frontier land of rugged individuality and
distinctive fighting styles. You gain a +2 dodge bonus personal freedom. Repeatedly settled, lost, and settled
to AC against goblinoids, and once per day when you again over Avistan’s history, it is a place that has varyingly
attempt an Intimidate, Sense Motive, or Stealth check played homeland to dwarves, fey, orcs, elves, and humans,
against a goblinoid, you can roll two dice and use the all of whom have left traces behind in the forms of
better result. strange land formations, crumbling ruins, magical scars,
Kraggodan Castaway (Dwarf Only): You hail from and long-forgotten dungeons. The modern people of the
the dwarven Sky Citadel of Kraggodan in southern region are largely descended from Chelish and Taldan
Nirmathas and have spent the past several years among settlers, and even though this newest effort to take the
the surface people serving as a mercenary in the war, region began over 200 years ago, much of Nirmathas—
trading with Nirmathi towns, or simply seeing the especially the Fangwood Forest—remains uncharted and
surface world. Molthune’s recent siege of Kraggodan has uninhabited by modern humans.

8
PLAYER’S GUIDE

Modern Nirmathi are notoriously difficult to govern, region where they conduct rituals. Those Nirmathi
so much so that today they exist less as a nation and who dwell within the Fangwood are generally hunters,
more as a collective of people with a common grudge woodcutters, or some combination of both, but enjoy the
against Molthune. The national capital of Tamran issues independence such a difficult but fertile land offers.
few edicts, rarely collects taxes, and generally leaves each Hollow Hills: Heavy clouds that blow in from Lake
community to govern and protect itself. Most social Encarthan drop all the rain they have to give within a
support is voluntary—a well-off farmer or town may hundred miles of the coast, leaving a rugged and dry
offer grain to neighbors suffering through a bad harvest, stretch of land between the Fangwood and the Mindspin
but the state itself has no resources to provide the same. Mountains named for its countless natural caverns
While this freedom attracts many new settlers to the and abandoned mines—many dating back to the Age
region and means that every copper earned lands straight of Anguish, and still haunted by those bygone horrors.
in a laborer’s pocket, it also leaves settlements more Rolling, stone-capped hills separate the region into
vulnerable to bandit attacks, illness, and bad weather widely different valleys, from verdant wonderlands to
than most other communities in Avistan. In Nirmathas, rocky, scrabbly wastelands. Towns in this area support
every citizen lives or dies by her own fortunes and the themselves by mining veins of iron, copper, quartz, and
generosity of those around her. gold, as well as light farming. The rough terrain generally
Encarthan Coast: Of all the nations that border Lake protects locals from Molthuni interest. Conversely, the
Encarthan, Nirmathas boasts the smallest and least- isolation leaves the peoples of the Hollow Hills more
developed coastline. The area, known for its thick vulnerable to bandit activity and the monstrous predators
marshes and rocky outcroppings, supports several like bulettes, harpies, and wyverns that also call the
stubborn fishing settlements, but only the river deltas of region home, and the towns of the Hollow Hills
the Tourondel and Marideth rivers offer safe ports for are some of the few settlements in Nirmathas
anything larger than barges or fishing skiffs. Alder, that rely on walls for defense rather than
gum, and willow trees grow in thick stands among the fleeing into the hostile wilderness. The
swamps, and the only real industry beyond subsistence largest towns in the region, Skelt in the
fishing is a cottage-level manufacturing of papyrus
for scrolls and books. Because the swamps
preserve just about anything that sinks into their
muck, many valuable finds and ancient dangers
from Nirmathas’s past—including undead bog
mummies—have been dredged from the mud by
careless anglers.
The coastline is sparsely populated. Tamran,
Nirmathas’s largest town and nominal capital,
anchors the southern edge of the region, and
the next most sizable settlement—Fort Faelon—is little
more than a ruined, marsh-choked, Taldan fortress
hosting a rotating trader’s town barely a thousand strong.
The Molthuni navy blockades all water traffic to and
from Nirmathas, leaving the nation heavily dependent on
smugglers and blockade-runners to conduct any trade.
Fangwood Forest: Nirmathas’s beating heart is the
massive, primeval forest that dominates most of its
terrain. The Fangwood provides building materials, food,
and shelter, and the vast majority of the nation’s citizens
dwell in small villages along the edges of or just within
the verdant masses of oak, pine, maple, and spruce. Many
strange ruins lie hidden in the unexplored depths, from
both an ancient, unidentified empire and more recent,
failed attempts by humans to settle deeper within the
forest. Reclusive communities of druids have far more
luck in exploring the forest’s depths, and maintain
a variety of ancient stone monoliths throughout the

9
north and Longshadow in the south, survive primarily Tourondel Marches: The Tourondel Marches surround
by smelting and shipping their smaller neighbors’ hard the Tourondel River and line Nirmathas’s northern
work to Tamran or the Molthuni front. border with Lastwall. The Marches contain Nirmathas’s
Mindspin Mountains: Marking Nirmathas’s western oldest permanent settlements, some of which were
border, the Mindspin Mountains offer a thankfully established during the Shining Crusade a thousand
daunting border between the young nation and ancient, years ago. Crumbling castles and pocked battlefields
shadowy Nidal. With so many natural caverns here from that era still scar the woods and hills, hosting a
connecting to the Darklands below, the mountains rotating population of orcs, goblinoids, and undead
host a variety of terrible and rare creatures as well as that prey on locals. Much of the region cuts through the
countless orc and dwarven ruins from long before central Fangwood Forest, but heavy settlement and traffic
humanity’s claim to the region. While treacherous, along the Tourondel River over the past millennium has
the Mindspin Mountains boast rich deposits of many pacified most of the dangers common deeper within the
metals and minerals—including some whose presence woods. Thanks to both the river and the relatively open
in the volcanic range makes little sense—and a number border with Lastwall, the people of Tourondel consider
of prospecting companies and boomtowns dot the themselves Nirmathas’s canniest traders, and share more
eastern slopes. Additional information on the Mindspin philosophies in common with their lawful northern
Mountains can be found in Pathfinder Adventure Path #93: neighbors than with more free-spirited fellow Nirmathi
Forge of the Giant God. to the south, but thanks to hard winters and annual
Nesmian Plains: In a more community-minded spring floods on the river, many Marcher towns still find
nation, the Nesmian Plains would be considered the themselves on their own for at least half the year.
“breadbasket” region thanks to its gentle hills, fertile
plains, and light forests, but the lack of taxation or THE MILITIA SYSTEM
infrastructure instead makes this region a well-fed but While Pathfinder RPG Ultimate Campaign introduced a
poorly defended corner of Nirmathas. Stretching from the system for mass combat some Game Masters may wish
Marideth River south to the prairies around Kraggodan, to employ, the Ironfang Invasion Adventure Path does
the Nesmian Plains are frequently invaded by Molthune not use these rules by default, as much of the narrative
or targeted by the southern nation’s infamous monster focuses on the heroic actions of a bold few in the face of an
legions. Nesmian natives simply fall back, often burning overwhelming threat. Rather than tracking movements
their homes and crops when they see enemies approach, of great armies and stuffy commanders in cushy, gilded
and return after the area’s bitterly cold winters drive ill- tents, the PCs command a tiny, scrappy band of farmers-
supplied foreigners out. The jagged gullies and ravines turned-warriors against an occupying army that—by all
that crisscross the plains provide ample hiding places for rights—should be able to crush them without effort.
anyone who knows them, and a number of monstrous Pathfinder Campaign Setting: Lands of Conflict introduces
races—especially goblinoids and troglodytes—use a new system PCs can use to direct their own band of
these features to their own advantage, preying upon militia fighters. This system is entirely optional for the
human farms and then falling back into easily defended Ironfang Invasion Adventure Path, but a few notes on
hideaways. While the Nesmian Plains provide little of the options and bonuses the PCs can gain are included
the lumber that makes Nirmathas famous and lack in every volume of the Adventure Path. The militia
the mineral wealth of the Hollow Hills and Mindspin system offers few direct combat advantages, but can help
Mountains, its green fields require little attention to PCs remain supplied and informed in the wilderness.
produce bountiful harvests, and the grasslands support Because this Adventure Path spends very little time in
not only wild populations of aurochs, but also large large cities, a militia provides the PCs with access to
herds of domesticated goats and sheep. Because of the healers, advisors, and merchants normally unavailable
constant danger of invasion, villages of the Nesmian outside of large urban centers. Of course, a Game Master
Plains rarely grow larger than a few dozen to a hundred can simply hand-wave many of these concerns if she or
people, but the humble town of Phaendar lies far enough her group doesn’t want to employ this optional system.
from the border that its citizens have rarely needed to Game Masters who elect not to include this system may
abandon and fall back into the wild, and thus has become consider awarding PCs a bonus feat at levels 4, 9, and 14,
a small but important trading center alongside the only selected from Alertness, Deceitful, Fleet, Great Fortitude,
major crossing of the Marideth River for 50 miles in any Improved Initiative, Iron Will, Lightning Reflexes,
direction. Additional information on the Nesmian Plains Persuasive, Stealthy, and Toughness.
and Phaendar can be found in Pathfinder Adventure Path A militia tracking sheet is included on the following
#115: Trail of the Hunted. page for groups using this system.

10
MILITIA SHEET
MILITIA NAME_______________________________________________________ FOCUS

RANK MAX. RANK TRAINING

TREASURY MIN. TREASURY NOTORIETY


= RANK × 10

ORGANIZATION CHECKS
LOYALTY
TOTAL BASE AMBASSADOR OVERSEER OTHER

SECRECY
TOTAL BASE SPYMASTER OVERSEER OTHER

SECURITY
TOTAL BASE MARSHAL OVERSEER OTHER

MILITIA ACTIONS Title


OFFICERS
TOTAL RANK STRATEGIST Ambassador [+ Loyalty]
AVAILABLE ACTIONS Commandant [+ Training]
□ Activate Black Market
□ Activate Refuge (Total active ) Marshal [+ Security]
□ Broker Market Overseer [+1 to secondary]
□ Change Officer Role
□ Covert Action Spymaster [+ Secrecy]
□ Dismiss Team
□ Drill Militia Strategist [+1 action]
□ Earn Gold TEAMS
□ Gather Information
Team Manager Size Bonus Condition
□ Guarantee Event
□ Knowledge Check □ Disabled □ Missing
□ Lie Low □ Disabled □ Missing
□ Manipulate Events □ Disabled □ Missing
□ Recruit Team □ Disabled □ Missing
□ Reduce Danger □ Disabled □ Missing
□ Rescue Character □ Disabled □ Missing
□ Restore Character □ Disabled □ Missing
□ Sabotage
□ Disabled □ Missing
□ Secure Cache
□ Special Action □ Disabled □ Missing
□ Special Order
□ Spread Propaganda MAXIMUM TEAMS
□ Strike Team ALLIES
□ Upgrade Team ALLY BOON
(Check mark indicates actions that don’t require a specific team.)
EVENTS

EVENT CHANCE NOTORIETY MODIFIERS MILITIA’S RANK


(IF APPLICABLE)
ACTIVE EVENTS SETTLEMENTS
□ NAME REPUTATION





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