| **Foreword** || **2**
|:---|:---|:---:
| **Chapter 1: The Basics** || **3**
| **Chapter 2: Running a Session** || **4**
| **Chapter 3: Loot and Rewards** || **5**
| **Chapter 4: General Rules** || **8**
| **Appendix A - Server Links** || **12**
| **Appendix B - DM Resources** || **13**
| **Appendix C - Past Organizer Rulings** || **14**
\pagebreakNum
## Chapter 1: The Basics
### DM Basic Rules
Before you start play, consider the following:
* ” command. If they fail to specify which tier within the roll, then that roll is invalidated.
After making their pair of rolls, a DM will ping @Helpers. A Helper will post two items as appropriate to the roll. The DM may choose one of the two items by adding a reaction. The DM then gains the selected item. Should any of the posted items require a second roll, the Helper will indicate as much.
If a spell scroll is rolled, the DM may choose what class list the scroll is for. The DM then rolls on the Random Spell Table (linked below) for the class selected and level of the scroll rolled.
If ammunition is rolled, the DM gains 10 unit of it. The exception is an Arrow of Slaying, the DM gains 1 units of it.
\pagebreak
### DM No Show / Cancelled Game
If you do not show up for a game or the game is not able to be ran, the characters signed up for the quest that show up receive XP rewards. This is true for short notice cancellations and no-shows. The game has to have been posted for at least 8 hours.
It is preferable if you can get appropriate replacement players from those not signed up for the quest and you should have some patience to see if people come late. This is also only for abrupt cancellations for sessions that have time and date set and those are coming up soon.
| Level | Reward | | Level | Reward | | Level | Reward |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 3 | 180 | I | 9 | 1600 | I | 15 | 3000 |
| 4 | 380 | I | 10 | 2100 | I | 16 | 3000 |
| 5 | 750 | I | 11 | 1500 | I | 17 | 4000 |
| 6 | 900 | I | 12 | 2000 | I | 18 | 4000 |
| 7 | 1100 | I | 13 | 2000 | I | 19 | 5000 |
| 8 | 1400 | I | 14 | 2500 | I | 20 | 5000 |
---
**Examples:** The DM is unable to make it to the session, the game has been posted for a 24 hours. All players receive XP.
A player is unable to make it to a quest, the DM decides they are not willing to run for that few players, and are unable to find someone to fill the slot last minute. The remaining players and the DM receive game cancelled xp.
\columnbreak
##### Black Pete
Come hear the story- The Hunt for Black Pete,
And about the brave folk who set on his trail.
A dastardly man who sold slaves full-scale,
The poor mother told of who they must defeat-
“He’s a pirate,” she said, “oh what a cheat.
Through forest you’ll go, for it seems you lack sail.”
Through forest indeed, calm without gale,
An Ent they met, not bound by rooted feet.
Pete’s Gang hid in a church on a large hill,
And with shattered spells secret doors lay agape,
Their insides left to test those with the will.
Through guards many- their bodies soon reshaped,
The final chase was one of great thrill, but
In the end Black Pete managed to escape.
The chase is not done;
Pete is still on the run.
*- From the writings of [Holgar Dimun](https://discord.com/channels/333715748994285569/335873575661731851/430831634799919121)*
\pagebreakNum
## Chapter 2: Running a Session
### Setting Up a Session
There are few things you normally need to do to run a session. First of all, the quest will need a quest posting. This can then be posted to **#dm-quest-posting** or **#player-quest-requests**. In most cases if the session is posted in the **#player-quest-resquests** it should be done by the player requesting it even if you are running the session as a DM. There are templates for the quest posting in pinned messages. To have the posting appear inside of a box you need to place three ` markings before and after the message. It is also beneficial and usually necessary to mention about your game in the **#request-discussions** channel that you have posted a quest posting and ping the level range of players that the quest is intended for.
After you have posted the quest, players will start signing up for the session. This is usually done by DMing the DM or by mentioning about it in the **#reuqest-discussion** channel. As a DM you are not expected to read everything what is happening the request channel and if the players are signing up there, they usually will ping you or say it right after you have mentioned about the session you have posted.
As the players are signing up for your quest you will have some leeway who you will put as playing on the quest or in reserves. The rules you are to follow when deciding who is on the quest and who is not is that first priority goes for primary characters that are in the level range. After that comes secondary characters of the intended level range. Third priority is the characters outside of the level range, where the primary characters should be preferred as long as you see them fitting the quest. If there are multiple people of the same level of priority that you have to choose between, in all of these cases you also should choose those who have most time since playing on a session. Exception to these rules is that if the session is a follow up, you can prioritize those characters that were there on the sessions prior to this one.
When you are considering characters outside of the level range, please consider what will be their impact for the session. In case of a level 3 character might want in for a 5-8 session, but they only have 7 HP and will most likely die, or an epic level 5 character is joining a 13-16 session, but their power level will be too much compared to the other characters. In both of these example cases you are allowed to deny such characters to join the session, but you should consider informing the player why you are excluding them.
Any item rewards for a session require them to be approved by other DMs. They need to be posted in the **#reward-submissions** and then wait for at least 24 hours before they can be given out. The approval is done by emoting a thumbs up to the post that contains the reward submission. This is to be done by a DM that is not joining the quest as a player. See [Chapter 3](#Loot) for more on this
\columnbreak
### Homebrew Rules
If you are expecting to use some homebrew rules during the session, remember to inform the players in your quest posting about them if they can be considered major rules changes, such as not allowing long rests during the session.
#### Common Homebrew Rules
##### Flanking (Adv)
As per DMG, page 251. Generally not recommended.
##### Flanking (+2)
As per DMG, page 251 but flanking grants +2 to attack instead of advantage.
##### No Rests
No Long rests or Short rests allowed in the session, the party maybe on the clock or the session maybe one grand fight.
##### No Long Rests
Travel is tiring and disrupts adventures resting as such resting outside of towns and outposts only give the benefits of short rests and to stave off exhaustion.
Staying in a location for a prolonged period can lead to rest in some cases. Adventures on a multipart quest can long rest in the time between quests. The ideal to make random encounters during travel and elsewhere more meaningful. Remember to also tune down encounters as players will have less resources
##### The Naval Code
An extensive modular Naval Combat and Campaign Guide for 5th edition D&D. Includes mechanics for sailing them and siege weapons for battling them. [More Information](https://www.reddit.com/r/5eNavalCampaigns/comments/bjv5av/the_naval_code_resource_hub "The Naval Code | Resource Hub")
##### Retainers
Allows for Retainers and other Followers to be used in the session. Remember to tune up encounters as players will have more resources
##### Warfare
A system for resolving epic battles featuring hundreds or thousands of combatants on a side. Since that system gets an entire book in Kingdoms and Warfare, we only have those bits you’ll need to get the job done. [More Information](https://www.dandwiki.com/wiki/OGC:Warfare_(5e_Variant_Rule) "Warfare (5e Variant Rule)")
### Paid Tools and CWM
Our West Marches game is open to all. While you are free to use a tool such as Fantasy Grounds to run your games, you must be able to offer that option free to players. This typically means having the Ultimate version in the case of Fantasy Grounds.
You can always run your games on Discord using Avrae or over on Roll20. Other options may be possible and offered, so long as they cost the players no money.
\pagebreakNum
### Prequest Actions
[The Downtime Document](https://www.gmbinder.com/share/-LX_OTKbS5mc-IZmaOF0) has several prequest actions listed for the different activities. These can be used by the players as long as the DM seems them to be fitting for the start of the quest. The intention is that they are used the day/night before the quest starts
### During the Session
When it is time for you to run the session, select one of the game channels that is currently free to run your game in. Normal games are to be run in games 1-4 and PBP games are ran in the channels 5-6. As you are choosing the channel, it is also good idea to look if any of the reward channels are still in the middle of resolving them. When you have selected the channel it is a good idea to ping all of the players on the session so that they can know you have done so. If you are using a program outside of Discord, such as Roll20 for a map, link them or advise the players how they can join the necessary things you want them to join. It is good to note that some people will not be able to talk in the voice over IP (VOIP) channel or join a specific program. If these are a major issue for you, you should ask from the players before the session if they are expected to able to follow your requests.
The server has two Rythm bots that can be used to play music on the VOIP channels. For advice in using them you should ask people in the **#dm-discussions** or **#questions** channels.
\columnbreak
### After the Session
After the session is done, you still need to do few things. These include closing the session, giving out the rewards and archiving your quest posting and quest rewards.
To indicate that the session is done, you are to add a message containing \``` ``` to create an empty gray box. This will show the other DMs that the channel is able to be used for other games.
The rewards for the players should be posted in the matching reward channel to the channel you used to run the game in. If the channel is still in the midst of resolving another sessions rewards, use another channel. Post the individual XP and possible GP and rewards in a way that is easy to understand. The next section of the guide goes through the rules that regulate giving out rewards. No matter how you decide to give out the rewards, you are expected to keep an eye on the splitting of the rewards so that everything stays civil and doesn't take too much time. It is common for the splitting of rewards to take few days.
Archiving the quest posting should be done by moving the message from **#dm-quest-posting** in to **#quest-archives**. After the rewards are handed out, they should be posted in to the **#quest-rewards-archive** channel.
\pagebreakNum
## Chapter 3: Loot and Rewards
***"I KILL IT AND LOOT THE BODY!"***
**- Anonymous Murderhobo**
Rewards are the pay off for completing the difficult tasks that face brave adventurers coming in many different forms. In a normal game, loot is completely up to the DM, using whatever balance or table you wish. But in West Marches, we have dozens of DMs giving out rewards that have potential to ruin the game for others. So, there is a balance that must be maintained in order that we can all keep having fun together.
As a general note, any item rewards given out need to go through reward approval process, where the items are evaluated if they can be given out. This requires the rewards to be posted in to **#reward-submissions** channel after a minimum of 24 hours if there are no objections to the rewards, approved by another DM they can be given out. In the case of a dispute on the rewards work with the other DM to resolve the issue. If you feel it can't be resolved then ask a helper to assist to settle the matter.
### Experience Rewards
Experience given to players is the same as normally found in the books:
`Total exp / number of players = The amount of exp players get. `
---
For example, an encounter gives out 1000xp total, there are 6 players in the session. Exp to each player is 1000/6=166.
* DM’s are free to increase or decrease exp given in session, but don’t go too overboard, if the numbers look too high or low for you, feel free to ask in DM chat to have people look over it
* Experience rewards do not need to go through the DM approval process
* There is a 25% exp penalty given to players for each step outside of the recommended level range, for example a character in the 17-20 tier will receive a penalty to the exp gained if they join a 13-16. Additionally, DM’s may choose to deny players outside of the range if they wish but are encouraged to talk to the player who made the quest if this is a player quest request before doing so.
\columnbreak
#### Non-combat Challenges
We use the noncombat challenges rules listed on DMG P261. You decide how much to award experience to characters for overcoming challenges outside combat. If the adventurers complete a tense negotiation with a baron, forge a trade agreement with a clan of surly dwarves, or successfully navigate the Chasm of Doom, you may decide that they deserve an XP reward.
As a starting point, use the rules for building combat encounters in DMG chapter 3 to gague the difficulty of the challenge. Then award the characters XP as if it had been a combat encounter of the same difficulty (see DMG P82). If the encounter didn’t involve a meaningful risk of failure then you can award experience based on an easy encounter.
In the case of players in different tiers in a non combat session then XP is calculated separately.
For example:
A non-combat roleplay quest of the party going to the circus. The party of a level 3, 6, 13 and 19 overcame 1 easy challenges, 1 medium challenge and failed the 1 hard challenge and thus get 0 XP from that challenge.
| Character Level | XP Breakdown | Total XP |
|:---:|:-----------:|:---:|
| Level 3 | 75 + 150 + 0 | 225 |
| Level 6 | 300 + 600 + 0 | 900 |
| Level 13 | 1,100 + 2,200 + 0 | 3,300 |
| Level 19 | 2,400 + 4,900 + 0 | 7,300 |
\pagebreakNum
### Gold Rewards
To determine the base gold reward given to players, the following formula is used:
> ### Gold Guideline Formula
>GP: Exp gained by player / number of players.
>
>---
>So a character in a party of 5 who individually gained 2000 exp can earn 400 gold.
* DM’s are free to adjust this number up or down. If the players have done something to earn a larger payout of gold - such as bringing additional trophies home - add some more. If the quest was given by someone in a poorer state, or involves locations and enemies that logically wouldn’t have much money - remove some from it. The base gold is the assumed payment/loot from the quest giver or area searched, it’s up to you if you want to put more work into this.
* Gold rewards, non-magical items in the PHB, and any non-diamond non-magical Treasure in the DMG may be given without requiring reward submission.
* For sessions that reward no magic items or items that require a reward submission you are able to give out double the normal gold rewards.
\columnbreak
“Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it saying 'End-of-the-World Switch.
PLEASE DO NOT TOUCH', the paint wouldn't even have time to dry."
*― Terry Pratchett, Thief of Time*
\pagebreakNum
### Magic Item Distribution
If you’re unsure of what to give out, lean towards consumable items rather than permanent ones at least early on at low levels. It is good to note that there are minor and major magical items.
Supernatural gifts - blessings, boons, charms, or other single use abilities that can only be used by the person who chose it is also a good way to go.
Magic items should be distributed with the level of the characters in mind, as shown on this table:
| Tier | Level Range | Minor | Major |
|:---:|:---:|:---:|:---:|
| 1 | 3-4 | Uncommon | Common |
| 2 | 5-8 | Rare | Uncommon |
| 3 | 9-12 | Very Rare | Rare |
| 4 | 13-16 | Legendary | Very Rare |
| 5 | 17-Epic | Legendary | Legendary |
##### Minor and Major Magic Items
* Minor items are consumable items and some utility items, for examples see Magic Item Tables A through E
* Major items are permanent items that increases character power, for examples see Magic Item Tables F through I
##### Flavouring Items
Finally, remember to add some flavor to your rewards. An important part of making rewards interesting and meaningful is the roleplaying flavor that you add to your items. [DMG, page 132](https://www.dndbeyond.com/sources/dmg/treasure#SpecialFeatures "Dungeon Master's Guide Chapter 7: Treasure, Special Features") gives tables for adding these.
Instead of a +1 Longsword, consider an item like:
> #### Dragonclaw Longsword +1
> *Martial weapon(Longsword), melee weapon, major, uncommon*
>
>---
> Made of the long, pale white claw of a dragon, hilt made of snow white scales which are cold to the touch.
>
>---
> You have a +1 bonus to attack and damage rolls made with this magic weapon.
\columnbreak
## Restricted Magic Items
Certain magic items on the server are disruptive to play, some being too strong for this sort of setting, some being too abusable, and some simply needing to be in a state that cannot be reproduced with our magic item creation rules.
### List of Restricted Items
Items which are not as much of a problem on the games themselves, but present a problem to the server through the ability to create magical items. These items should be given out sparingly, with some minor flavorful features added on with the [Homebrew] tag, making them unable to be crafted.
>* Adamantine Armor
>* Amulet of Health
>* Belt of Giant Strength
>* Boots of Elvenkind
>* Headband of Intellect
>* Gauntlets of Ogre Power
>* Sentinel Shield
>* Mizzium Armor
>* Ring of Spell Storing
>* Manual of Gainful Exercise
>* Manual of Quickness of Action
>* Manual of Bodily Health
>* Tome of Clear Thought
>* Tome of Understanding
>* Tome of Leadership and Influence
### List of Banned Items
Items which have been deemed as serious problems to the server or the games they’re used in, which have been banned from giving out to players.
>* Bag of Beans
>* Deck of Many Things
>* Deck of Several Things
>* Horn of Valhalla (All Versions)
>* Illusionist's Bracers
### Artifacts
Not to be given out as a generic reward, intended for major high level quests and should be announced to the server when given out as only one of them exists.
Any Artifact that comes from an official source, such as the 5e DMG, previous editions, or in lore should be worded in some way that makes them available to the world again once their owner retires or dies so another player in the future can quest for them
\pagebreak
### Magic Item Creation
Magic items are a frequent reward for quests, not all quests require you to hand them out, but many people choose to. Not all magic items need to be by the book, but it’s encouraged to follow the wordings of existing items. All homebrew magic items must be tagged as such.
In regards to items that recharge off downtime:
Some DM’s have chosen to have magic items with limited charges that only recharge through the expenditure of gold and downtime, rather than in universe days, due to the fact that the “main event” so to speak of quests takes place over a single day, and the random recharge doesn’t work well with it. However, as secondary characters do not gain downtime, there needs to be a system in place for them to recharge these items.
If a secondary character has one such item, they can instead expend additional gold at a rate of 25gp per day out of session. For example an item that recharges with 5 downtime days and 200gp, a secondary instead recharges it by expending 325gp.
#### Modifying an Item
The easiest way to invent a new item is to tweak an existing one. If a paladin uses a flail as her main weapon, you could change a holy avenger so that it's a flail instead of a sword. You can turn a ring of the ram into a wand of the ram, or a cloak of protection into a circlet of protection, all without altering the item's properties.
Other substitutions are equally easy. An item that deals damage of one type can easily deal damage of another type. A flame tongue sword could deal lightning damage instead of fire, for example. One capability can replace another, so a potion of climbing can easily become a potion of stealth.
You can also modify an item by fusing it with properties from another item. For example, you could combine the effects of a helm of comprehending languages with those of a helm of telepathy into a single helmet. This makes the item more powerful (and probably increases its rarity), but it won't break your game.
Finally, remember the tools that are provided for modifying items in DMG Chapter 7, "Treasure." Giving an item an interesting minor property, a quirk, or sentience can alter its flavor significantly which can be found on [DMG, page 132](https://www.dndbeyond.com/sources/dmg/treasure#SpecialFeatures "Dungeon Master's Guide Chapter 7: Treasure, Special Features")
“You can't give her that!' she screamed. 'It's not safe!'
IT'S A SWORD, said the Hogfather.
THEY'RE NOT MEANT TO BE SAFE.
'She's a child!' shouted Crumley.
IT'S EDUCATIONAL.
'What if she cuts herself?'
THAT WILL BE AN IMPORTANT LESSON.”
*― Terry Pratchett, Hogfather*
\pagebreakNum
#### Creating a New Item
If modifying an item doesn't quite do the trick, you can create one from scratch. A magic item should either let a character do something he or she couldn't do before, or improve the character's ability to do something he or she can do already. For example, the ring of jumping lets its wearer jump greater distances, thus augmenting what a character can already do. A ring of the ram, however, gives a character the ability to deal force damage.
The simpler your approach. the easier it is for a character to use the item in play. Giving the item charges is fine, especially if it have several different abilities, but simply deciding that an item is always active or can be used a fixed number of times per day is easier to manage.
#### Power Level
If you make an item that lets a character kill whatever he or she hits with it, that item will likely unbalance your game. On the other hand, an item whose benefit rarely comes into play isn't much of a reward and probably not worth doling out as one. Few item generator websites can be found in the Appendix B.
Use the Magic Item Power by Rarity table as a guide to help you determine how powerful an attunement requiring item should be, based on its rarity.
#### Magic Item Power by Rarity
| Rarity | Bonus | Spell level | Common Damage | Uncommon Damage | Save DC |
|:---:|:---:|:---:|:---:|:---:|:---:|
| Common | 0 | 1st | - | - | 10 |
| Uncommon | 1 | 3rd | 1d6 | 1d4 | 13 |
| Rare | 2 | 5th | 2d6 | 2d4 | 15 |
| Very Rare | 3 | 7th | 3d6 | 2d6 | 17 |
| Legendary | 3 | 8th | 4d6 | 2d8 | 18 |
| Artifact | 3 | 9th | 5d6 | 2d10 | 19 |
\columnbreak
##### Maximum Bonus
If an item delivers a static bonus to AC, attack rolls, saving throws, or ability checks, this column suggests an appropriate bonus based on the item's rarity.
##### Maximum Spell Level
This column of the table indicates the highest-level spell effect the item should confer, in the form of a once-per-day or similarly limited property. For example, a common item might confer the benefit of a 1st-level spell once per day (or just once, if it's consumable). A rare, very rare, or legendary item might allow its possessor to cast a lower-level spell more frequently.
##### Damage
The amount of bonus weapon damage that a weapon should confer. Common damage is damage types that are commonly resisted by foes with uncommon damage types being unlikely to be resisted and as such should have less lower damage.
###### Common Damage Types:
* Non-magical Piercing, Slashing and Bludgeoning
* Fire
* Cold
* Poison
###### Uncommon Damage Types:
* Acid
* Lightning
* Necrotic
* Thunder
###### Rare Damage Types:
* Force
* Psychic
* Radiant
##### Damage Modifiers
An item damage profile is modified by the following factors: increasing the damage through the number of damage die or increase the damage die.
* The item is consumable
* The item has limited uses per day
* There is a saving throw for the damage
##### Save DC
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability-perhaps you're a rogue with the Use Magic Device feature your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.
\pagebreakNum
## Arcadian Mounts
The image of the mounted hero is indelibly marked in our imagination. But the core rules don’t support this fantasy as well as they could.
The *Jumping On Mounted Combat* article from MCDM Arcadia [Issue 1](https://shop.mcdmproductions.com/products/arcadia-issue1) adds alternative mounts that capture the excitement of riding a powerful beast.
**Rarity guide for Arcadian Mounts as quest rewards.**
| Rarity | CR | Example |
|:---:|:---:|:---:|
| Common | CR <1 | Elk Mount |
| Uncommon | CR 1 | Giant Toad Mount
Elite Warhorse Mount |
| Rare | CR 2 | Dire Wolf Mount
Hippogriff Mount |
| Very Rare | CR 3 | Basilisk Mount
Owlbear Mount |
| Legendary | CR 4+ | Bulette Mount
Nightmare Mount |
*Note: Flying Mounts count as one rarity higher*
> For more mounts and ideas see here:
>
>
*ARCADIA #1 Community Creations:*
>
[patreon.com/posts/arcadia-1-47133680](https://www.patreon.com/posts/arcadia-1-47133680)
>
>
*Nelly's extraordinary Mounts:*
>
[github.com/pepper-jk/homebrew_5e/blob/master/mounts.md](https://github.com/pepper-jk/homebrew_5e/blob/master/mounts.md)
\columnbreak
### Arcadian Mount Template
These traits are applied to any Arcadian mount or any mount trained to be an Arcadian mount. Some Arcadian mounts as listed in Arcadia may already have the Mounted trait.
##### Mounted.
During a long rest, the mount can designate one creature that rode it within the last 10 days as its rider. The mount gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The mount uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects.
##### As One.
The trained mount acts on the rider’s turn, even when the rider is not mounted. The mount may move and take the Dash, Disengage, or Dodge action. While mounted, the rider may also use a bonus action to command the mount to take one action listed in the mount’s stat block. The rider and mount work in tandem and may take their respective actions in any order during their turn.
##### Vaulting Attack.
A rider can use their bonus action to dismount spectacularly and perform a vaulting attack. The rider must make a Strength (Athletics) or Dexterity (Acrobatics) check. The DC is equal to 10 + the mount’s challenge rating. On a success, the next attack the rider makes before the end of their turn has advantage. Otherwise, the rider falls prone in an unoccupied space adjacent to the mount and the rider’s speed becomes 0 until the start of their next turn.
\pagebreakNum
## Chapter 4: Game Types
Normal and play by post (PBP) games differ most in the way that they are played and in length. Normal games are expected to use VOIP channels and ran in one sitting where PBP games are mainly played by writing on a game channel and may last for over a week. The two types of games are there to provide a way for those to play that are not able to commit to a full session when anyone else would have time for it.
### PBP Specific Rules
PBP games have quite a few remarks how they should be ran. These rules are on top of other rules noted in this guide.
- PBP games must be clearly marked as such in the quest posting
- DM must set a IRL time period that the game will be played over
- Max game length is 2 IRL weeks
- If the game is going too long, the DM can steer the game to a good stopping point and end the quest there. Experience can be given out and what rewards have been earned up to that point. The quest is considered finished and can be picked up again in a follow up quest from where they left off.
- Players are not required to role play if they do not wish but they do need to respond to the DM's requests for checks, saves, etc. Any DM specific preferences for this will be stated and confirmed to be understood by the players before the game begins.
- The DM, in the quest posting and before the beginning of the quest, needs to reach an understanding with players about the time limit imposed on them to take their turn in combat, respond to checks and saves, or to give the go ahead that they are prepared to proceed.
- The quest posting should state that players have x amount of hours to take an action before the DM moves forward without them. The DM is free to make the time limit as short or as long as they wish in order to finish the quest.
- While in combat, The server default for an absent player is to take the Dodge action and pass their turn. The DM may act differently such as: the DM controls the players turn, the player's turn is skipped and possibly returned to later, or the player Disengages and runs away. For checks and saves, the server default is the DM instead rolls for the player a 1d20 with no bonuses
- Player can only be in one session at a time
- DMs can run normal sessions while in a play by post but cannot run two play by post sessions at the same time
- These rules maybe adjusted after feedback
\pagebreakNum
## Chapter 5: Gathering Ingredients
These are guidelines for DMs to follow when players want to gather ingredients for potions during quests. The guidelines will explain what can be used, what roll and DC should be used and how much coud be gained by the gathering. It is up to the DM if they want to allow these to be used.
#### Gathering
When a character finds a suitable body to harvest for ingredients they need to make a roll for how well they succeede in it. The general attribute to use is Wisdom (Survival), but there can be different possibilities if the DM considers it possible. Character performing the gathering and anyone assisting them should be required to be proficient in the skill.
The gathering DC is relative to the CR of the creature and the size of the creature:
>##### Gathering DC
> DC = 8 + CR + Size modifier
>
> (CR minumum 1, maximum 8)
The base difficulty is 8 and the modifiers of CR and size increase it further. The minimum change from CR is 1 and maximum change from it is 8. This represents the hardiness of the creature and possible difficulty of the gathering of the required ingredient. The size modifier represents the amount of work that is required.
The yield of the gathering is determined by the amount of units the success and the size of the creature. If the success is five higher than the DC, the yield is increased by 1. One unit of an ingredient is enough to brew one potion.
>##### Yield of Gathering
> 1d4 + Size modifier on success, 1 on failure
>
> (On 5+ success +1 yield)
This can be decided to be less depending on what the thing is that is being gathered from the creature and if the players decide not to carry all of the thing they are able to gather.
#### Alternative Ingredients
The ingredients listend in the guideline are mainly suggestions and give an idea what kind of a monster is required for a potion. In general, the higher the rarity of the potion, the harder the ingrediends should be to get. It is completely possible for the DM to allow other kinds of ingredients to be gathered that then could be used for potions.
\columnbreak
When players are gathering alternative ingredients, have them roll an ability check to see if they know if something could be used. You don't need necessarily need to be specific, it can be "parts of X creature" for example. The general DC to know if something can be used is the same as gathering DC but the size modifier is replaced with flat bonus of 4. It's not easy to know these things, and even if you do know what could be used, you would also need to know how it should be handled.
>##### Alternative Ingredient Recognition
> DC = 8 + CR + 4
>
> (CR minumum 1, maximum 8)
The players can surely suggest what the parts could be used for, but in the end it is the DM's call to decide if they end up being usefull for a potion, or something that the players could turn in for additional gold rewards.
The yield of the alternative ingredients can be calculated in the same way as the ones listed in the guideline.
When the ingredients are brought to the shop to be sold to them, the DM should require them to make an ability check to see how well they manage to barter. Depending on the result, the discount could vary from 10-30%. The bartering should be required as these ingredients are not something that the shop is actively looking for.
#### Remarks for DMs
* The characters should be expected to have containers that they can use to effectively store the ingredients if needed.
* There is a limit how much one quest can yield to not completely over saturate the need for ingredients.
* Contact an organizer when the quest is done so the ingredients can be added to the shop.
* As an additional reward for the quest, the characters can be allowed to buy one potion per character of the type that they brought ingredients for with 30% discount. These potions can be considered to be immediately ready instead of having to wait for them to be brewed. The amount of potions can't exceed the amount gathered, but gives "first dibs" on buying said potions.
* Additionally, another possible additional reward is to add more gold as reward, but any limitations of maximum gold gained from a quest should still be followed.
* There are few exceptions and changes can be made to the current guidelines if there is need for it.
* New potion types could possbly be introduced if it is decided. This is the set that we are going for at the start.
* The idea is not that the characters start butchering every creature and bring them back in parts. Most things should not be usable for potions.
\pagebreakNum
#### Size DC Modifiers:
| Size | Bonus |
|:----:|:-----------|
| Tiny | +4 |
| Small | +0 |
| Medium | +0 |
| Large | +1 |
| Huge | +2 |
| Gargantuan | +4 |
#### Size Yield Modifiers:
| Size | Bonus |
|:----:|:-------------|
| Large | +1 |
| Huge | +d4 |
| Gargantuan | +2d4 |
#### Gathering Guideline for Shop Potions
##### DC and Yield for Potions In Shop
| Potion of | Ingredient | DC | Units |
|:----:|:----|:----:|:--:|
| Climbing | Giant spider silk | 9 | 1d4 |
| Animal Friendship | Satyr wine | - | 1 |
| Growth | Ogre Blood | 11 | 1d4+1 |
| Heroism | Werebear fangs | 13 | 1d4 |
| Flying | Roc Pinion | 20 | 3d4 |
| Speed | Demilich Dust Quickling Hair | 20 13 | 1d4 . 1 |
| Cloud Giant Strength | Cloud Giant Blood | 18 | 2d4 |
| Healing | Exotic Herbs | 10 | 1d4 |
| Greater Healing | Troll heart | 14 | 1d4+1 |
| Superior Healing | Hydra heart | 18 | 2d4 |
| Supreme Healing | Mummy Lord Wrappings | 16 | 1d4 |
##### Creative Player Solutions
DM Typo: "Ok, the prophet downs the drink. What's in it?"
Jakv1: "Philter of Love"
DM Typo: "Oh god..."
*And so the one and only successful assassination was pulled off by use of hat of disguise and philter of love.*
\columnbreak
\pagebreakNum
## Chapter 5: The Map and Zones
Toto, I've a feeling we're not in Kansas anymore.' - Dorothy, The Wizard of Oz.
Link to the DM trello map can be found in the **#maps** channel under the DM Screen tab in Discord. Any current information can be found within that chat.
\pagebreakNum
## Chapter 6: FAQ
#### Question 1
When is the DM guide going to be finished?
##### Answer
No one knows.
#### Question 2
How much I should give out XP and gold?
##### Answer
This will vary a lot depending what is happening during the quest, but these are rough estimates that you could expect to see per character for the first two level ranges:
| Level Range | XP | Gold |
|:----:|:----:|:----:|
|3-4| 700 - 1000 | 150 gp |
|5-8| 1500 - 3000 | 300 gp |
## Appendix A - Server Links
### Avrae - D&D 5e utility bot
* Avrae Tutorial - run !intro in the #general_bot
* [Avrae Commands](https://avrae.io/commands/)
* [Avrae Development Alias List](https://github.com/avrae/avrae-docs)
* [Nadizak's Amazing Alias List](https://github.com/nadizak/avrae_aliases)
### Character Sheets
* [DND Beyond Character Creator](https://www.dndbeyond.com/characters/builder#/)
* [Google Sheets Character Sheet](https://gsheet2.avrae.io/) - make a copy of this in your own Google Drive folder and refer to the "?" tab to answer most questions.
* [Dicecloud Character Sheet](https://dicecloud.com/)
* [Dicecloud Helper](https://docs.google.com/spreadsheets/d/1UfZ9e9Z9XFiZ7uapyDxrh9UskZSmPGa-nWr7mCqzevw/edit)
* [Advanced Dicecloud Character Creation](https://drive.google.com/file/d/1m0iAHPJKPZo0Ugim_c2iqznL8s7vwAX_/view?usp=sharing)
> If you need any help feel free to ping @Helper in the #questions channel.
### Server Documents
* [Downtime Rules](https://www.gmbinder.com/share/-LX_OTKbS5mc-IZmaOF0)
* [DM Guide](https://www.gmbinder.com/share/-LQokNspBPTPxkLrw1pZ)
* [Player Registration](https://forms.gle/T3DrDRpx2w3LVaii8)
* [Farwater Shops](https://docs.google.com/spreadsheets/d/e/2PACX-1vQsjguhyDZGbRUaCplfQ8fjDPjHda0F9L9vJWZGGrkBW4lNQN7IZbBv_XCzMQ-hboAy_nX42EP58pLx/pubhtml#)
### Additional links
Few additional links can only be found in the pinned messages of the **#dm-discussions** channels pinned messages. These links will let you access the databases for character used on the server and DM feedback.
\pagebreak
## Appendix B - DM Resources
* [Kobold Fight Club Encounter Builder](http://kobold.club/fight/#/encounter-builder "Kobold Fight Club Encounter Builder")
* [Token Stamp Maker](http://rolladvantage.com/tokenstamp/)
* [Roll20](http://roll20.net)
### Battle Maps
* [r/battlemaps](https://www.reddit.com/r/battlemaps/ "This reddit is for posting battle maps for tabletop RPG's and related content, such as map creating tips, map ideas, or map play tests.")
* [Dungeon Channel Maps & Tiles Gallery](https://dungeonchannel.com/maps/ "title")
### Magic Items
* [Reskinning magic items](http://blogofholding.com/?p=7231)
* [Nerzugal's Dungeon Master Toolkit](http://www.dmsguild.com/product/188626/Nerzugals-Dungeon-Master-Toolkit)
* [Weak Magic Items for 5e](http://www.lordbyng.net/inspiration/)
* [5e Random Generator](http://donjon.bin.sh/5e/random/ "5e Random Generator")
\columnbreak
##### Rumors At The Yeti
Karann, Sheridan, Reginald, Abarid, Gregarious, and Jaya left to bring back the missing men of Farwater back home after several women reported their menfolk missing. Word had spread after the return of only three party members that something terrible had happened. Talk of deathlocks, spectres, and a demonic knight riding a nightmare filled the Yeti.
A few frequent patrons of the Yeti claimed to overhear a conversation between the gold dragonborn Karann and two other adventurers. The patrons claimed that the adventurers had discovered the location of the lost men, and had even saved one. But once they had entered the cave and fought a few undead. Things started to go wrong. Undead throwing fireball spells began to appear, while the party managed to silence a few, and forced others to retreat, they had not been prepared for what lay in wait for them further inside the cave.
More of the rumored deathlocks lay in wait and attacked the party as one, Gregarious Pentarious was the first to drop, then was attacked by spectres. Abarid had moved his body out of the main fight, then rejoined the fray only to get caught in blasts of fireballs and the appearance of a demonic knight, who let out such a piercing scream that it sent shivers of fear through ever party member, riding a nightmare. The knight swiftly engaged Abarid and knocked him down. Karann had tried to reach him, but the volleys of fireballs never stopped until she too, was knocked out.
From what she had been told by Regi and Sheridan. Reginald had grabbed Karann and used a dimension door to escape the cave, knowing staying and fighting meant certain death for all. Sheridan had attempted to reach Abarid but the massive nightmare, demon knight, and Abarid's sheer size, made grabbing his body impossible. The three members had retreated with the one man in tow, the only survivor of the thirty men kidnapped .The mission had failed...and treasured life had been lost.
\pagebreakNum
## Appendix C - Past Organizer Rulings
\pagebreakNum
##### Last Updated
Jan, 2021
#####
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak
##### Leather Texture
Texture Palace - [Link]( https://www.texturepalace.com/five-hq-vintage-book-paper-and-leather-cover-texture/)