Last Updated: 7/11/19
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West Marches Adventures v1.4 |
Available Adventures.
Scroll to the right to see more adventures.
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Dungeon Masters.
How It Works.
- Every adventure must begin and end within a Dragon’s Flagon Speakeasy in Terendel.
- Each adventure is self-contained.
- The players decide where to go and what to do in advance. This prevents DMs from needing to improvise large portions of the content.
- Session reports are always shared here on the Dragon's Flagon Speakeasy blog (See: How To Post)
- The world is dynamic and returning to a previously visited areas will show signs of the previous events, even for players who have not been there.
Time and Travel.
- Generally assume that adventures happen in chronological order.
- Time in the game advances by 30 days on the 1st of every month out of game.
- For more info on how time in Terendel works, refer to the campaign setting (See: About Terendel for the latest Campaign Setting update)
- At higher levels, the act of travelling itself is more likely to be skipped altogether.
The Dragon's Flagon Speakeasy.
- The Dragon’s Flagon Speakeasy is an international gathering place for adventurers of all flavors. In a world where magic is becoming more and more obsolete, the Dragon's Flagon is a safehaven for all those who live outside the confines of society. For all those who seek adventure and right the wrongs of the world.
- Fast Travel. Because Terendel is so large, the Dragon’s Flagon Speakeasy has multiple locations. In the basement is a long hallway with doors on either side. Walking through one of the doorways will bring you to an identical copy of the Dragon’s Flagon Speakeasy in another part of Terendel.
- Accessing one of these portals is not free of course. In each iteration of the Dragon's Flagon Speakeasy, each portal will come with a ticket price, usually in gold pieces.
Other Play Modes.
- Mini Campaigns. DM's may run mini-campaigns in the West Marches campaign. This will play out exactly like a traditional campaign with a set group of adventurers meeting regularly. It is preferred that the campaign not be open-ended and that it instead has a definite conclusion.
- The DM in this case can stake claim to a portion of Terendel (generally 1-6 continent scale hexes on the map). Other DM's will agree to ask permission if their own adventures need to pass through this area.
- Quest Lines. DM's can plan adventures that have previous adventures as a prerequisite, so that players can jump in and out of the story in between adventures to engage in other activities. As usual, these adventures must begin and end at the Dragon's Flagon Speakeasy.
Additional Rules.
- Players can have a maximum of 2 live characters in Terendel at a time. This allows them to take place in a mini-campaign or quest line whilst also taking part in traditional West Marches adventures without dominating the whole campaign. New characters must be rolled at 1st level.
- Players schedule the adventures. They choose an adventure from the map and form their party.
- Terendel's West Marches Campaign comes packaged with a system expansion titled Terendel: The Aftermath. Players who choose to play with races or classes included in the expansion must also agree to update their character according to the latest rules published (to allow for balancing through play-testing).
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