West Marches Rules
20.07.2026 @ 2242
This guide explains how adventures, rewards, progression, and the shared world operate within the campaign.
What is a West Marches Campaign?
A West Marches campaign does not follow one permanent party through a single story. Instead, different groups of characters form for different adventures based on player availability, character level, personal goals, and faction interests.
Every adventure takes place in the same shared world. Discoveries, victories, failures, alliances, and unresolved threats may affect future adventures and other groups of players.
The Quest Board
When a new adventure is ready yo go the Dungeon Master will send out an Adventure Briefing.
A briefing that outlines the key details players need to decide whether to participate. A briefing typically includes the mission objective, recommended level tier, region, involved factions, and any special conditions or rewards.
Level Tiers indicate the recommended character levels for the adventure. It indicates that a party of four within the level bracket should be able manage.
| Tier 1: | Levels 1-4 |
|---|---|
| Tier 2: | Levels 5-10 |
| Tier 3: | Levels 11-16 |
| Tier 4: | Levels 17-20 |
Regions define the play space of the adventure and where in the world it happens. The terrain and environment where events take place. As the Dungeon Master expands the world, regions may be represented with hex maps that include notable landmarks for player reference.
Faction Objectives are optional goals tied to specific factions. Completing them can grant additional XP and Renown. Not all adventures include faction objectives, and some may require the party to support one faction over another. The Guild will never officially support an evil faction; missions involving such alliances occur outside the Guild’s scope.
Example: Shadows in the Hollow
Tier 1, Bedrovia and Ausburg (Blackroot Hollows)
Merchants traveling through Blackroot Hollow have begun to vanish without a trace. Survivors speak of strange lights in the trees and whispers in the dark. The Guild suspects a supernatural presence or organized bandit activity.
Objective. Investigate reports of missing travelers along the forest road and determine the cause. If possible, eliminate the threat and make the route safe again.
Faction Involvments
The Foundation. Recover the stolen goods and trade manifests. +2 Renown, +85XP, +50GP
The Circle. Ensure no harm comes to the flora and fawna here. +4 Renown, +40XP
Base Rewards
XP. 100 each.
GP. 100 each.
Joining a Party
Each Sunday, the Dungeon Master posts a vote with the available dates and times they can host sessions. Players vote for the days they are available. When at least four players have voted for the same day, that session is confirmed and the adventure will take place.
If multiple adventures are available at the same time, the players who have formed the group will vote on which adventure they want to undertake.
The maximum party size is 6 players, although a party of 5 players is preferred for balance and pacing.
Games almost always begin at 18:30 UK time, unless otherwise stated.
Guild Reports
After each adventure, at least one player must submit an adventure log. Adventure logs are a core part of the campaign. They record what happened during a session and allow information to be shared between different groups of players.
A log may be written in character or out of character, but it should clearly include:
Where the adventure took place.
What the party set out to accomplish.
Which characters and important NPCs were involved.
Which factions were involved.
What the party discovered.
What threats were defeated, escaped, or left unresolved.
Which characters received magic items.
Adventure logs are the primary way knowledge spreads across the campaign. Information learned during an adventure is not automatically known by other characters unless it has been shared through a log or roleplay.
Well-written or particularly useful logs may be rewarded with bonus XP at the Dungeon Master’s discretion.
Downtime
Each compleated adventure rewards a character with ten days of downtime. They can then use this to rest, train, craft, but most imporantly it lets players use there bastion facilities if they are level five or higher.
Donwtime is covered in more deatil in the Downtime Guide.
Item Ownership and Magical Limits
Magic items are valuable and limited resources within the campaign. When a magic item is discovered during an adventure, the party decides which participating character carries it for the remainder of that session.
At the end of the adventure, the party must agree on which participating character becomes the item's permanent owner. Once assigned, a magic item belongs to that character and cannot normally be traded, sold to another player, or permanently transferred. Characters may temporarily lend items during an adventure, but all borrowed items must be returned to their rightful owner before the session ends.
To maintain balance across the campaign, each character is limited in how many magic items they may bring on an adventure based on their tier:
| Tier (Levels) | Uncommon + | Common | consumables |
|---|---|---|---|
| Tier 1 (1-4) | 1 | 5 | 5 |
| Tier 2 (5-10) | 3 | 5 | 10 |
| Tier 3 (11-16) | 6 | 5 | 10 |
| Tier 4 (17-20) | 10 | 5 | 15 |
Consumables include items such as potions, scrolls, and other single-use magical effects.
Players are responsible for tracking their character’s magic items and ensuring they do not exceed these limits when joining an adventure.