[D&D 5e] Ironfang Invasion ala Fabian (Inactive)

Game Master Fabian Benavente

Telling the interactive story of a group of freedom fighters and their struggle against the Ironfang Legion in Nirmathas.


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!

------------
Supplemental Player's Guide

Player Cheat Sheet

DM Screen Cheat Sheet

Xanathar's Magic Item Tables
--------------------
WILD MAGIC SURGE
The way I read it is that I can have you roll a d20 after you cast a spell of 1st level or higher. If you roll a 1 (5% chance) then you roll on the Wild Magic Surge table.

However, once you use the Tides of Chaos ability then you have to roll on the Wild Magic Surge table (100% chance) after you cast a spell of 1st level or higher.

Wild Magic Surge Table:

1-2 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
3-4 For the next minute, you can see any invisible creature if you have line of sight to it.
5-6 A fey chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. (I changed it from a modron to a Fey. This gives you more control and felt more in keeping with the setting. It also means you can pick something that might help or hurt or be indifferent give what you feel might help.)
7-8 You grow a striped tail. A remove curse spell can end this effect. (Replacing cast Fireball centered on yourself).[/ooc]
9-10 You cast magic missile as a 5th level spell.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast Otto's Irresistible Dance on yourself.(Changed it from Confusion.)
15-16 You grow antlers that sprout 1d6 flowers after 1 minute the flowers fall off leaving a "goodberry." The flowers or berries never return but the antlers remain and can only be removed with a Remove Curse spell. (Replacing you regain 5 HP at the start of your turn for 1 minute. I lessened it ).
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d6 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to O hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast levitate on yourself.
47-48 An illusory unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. (I changed it to an illusion so that it would be more manageable this means you can adjust its size or even if it simply gallops off through the wall).
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain your lowest level expended spell.
61-62 For the next minute, you must shout when you speak.
63-64 You cast fog cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 You glow with bright light in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 You cast Faerie Fire centered on yourself. (I changed this one out right from- "Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt." That one felt like it might kill the party possibly. Faerie Fire seems appropriate and more an inconvenience.)
85-86 You cast mirror image.
87-88 You cast fly on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibilityends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-100 You regain all expended sorcery points.

----------------
HEALING
We will use a “Slow Natural healing” optional rule.

“Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest. This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns.”

Modified Long Rest Rule
At the end of a Long Rest, a character regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a Long Rest.
-------------
NON-MAGICAL ALCHEMICAL STUFF

First aid unguent: heals 1 hp and prevents bleeding (can only be used once per day per wound).

Burn gel: heals 3 hp per day, only usable once per day.

Antitoxin and antiplague give you advantage on saves vs poison and disease, respectively.
--------------
MEDICINE SKILL
A medicine check DC 15 with one use of a healer’s kit allow for a reroll on a hit dice if you spend a hit dice during a short or long rest.
---------------
General 5e Discussion