Skaanos Rules and background
What is a West Marches Campaign?
A West Marches campaign is a style of Dungeons & Dragons (or other RPG) campaign where the focus is on exploration, discovery, and player-driven adventure rather than a linear story or plot driven by a dungeon master (DM). It’s typically set in a large, uncharted wilderness, and players are encouraged to be proactive in deciding where to go and what to do. Here’s how it generally works:
- Open-World Exploration: The campaign takes place in a vast, wild frontier. The map may show some known locations, but many areas are unexplored, with the players discovering and mapping as they go. The DM might update this map as new places are found.
- Rotating Cast of Players: In a West Marches campaign, there’s often a large pool of players who don’t need to attend every session. Instead, each game session can involve a different combination of players from the group, and sessions are organized based on who’s available or interested in adventuring at that time.
- Player-Driven Objectives: Rather than following a storyline set by the DM, players decide what they want to accomplish and then plan an expedition based on their goals. They might want to investigate rumors, find a specific treasure, or clear out a dangerous area. Players are the ones initiating adventures and can form their own parties.
- Persistent World: The world continues to evolve between sessions. If a group clears out a cave, it stays cleared unless something else moves in. This makes the world feel alive and responsive, with each player’s actions impacting the setting for future players.
- Resource Management and Strategic Play: With the wilderness as a constant threat, resource management (like food, water, torches, and healing) is critical. Sessions can be dangerous, with the risk of character death often higher than in traditional campaigns. Players must plan carefully to ensure survival.
- Social Record-Keeping: Players typically share notes, maps, and discoveries with each other, creating a communal record of their findings and encounters. https://www.youtube.com/watch?v=oGAC-gBoX9k Matt Colville does a handy video looking at some of these concepts.
Playing the Game
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All games will be hosted on Roll20 using discord for voice communication. No cameras necessary.
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The game will be run by two dm's to begin, Simon & Tom. For starting sessions there will be a jobs board where adventurers can choose an adventure, though after some exploration in the wild players are likely to find other adventures/explorations that peak their interest.
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Players can then request an adventure on discord, a dm will then schedule a game and players will be able to sign up.
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Players are free to form their own parties but at dm dissgression they may request opening the party to players that have recently played less games than other players.
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Levelling up will be done via XP, with XP also granted for roleplay and team work.
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Sessions will run for 4-5 player characters depending on dm's choice and danger of the quest chosen.
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Don't be a rules lawyer, the rules are a guide. Rule of cool applies, if something makes for a better narrative or roleplay situation we may step out of the rules as written.
General Rules
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Be a respectful player, considering others games as well as your own. Roleplay is most fun when everyone works together.
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Please don't be murder hobo's, even with an XP based levelling system. Eg Unnecessarily killing of NPC's may even result in an XP punishment.
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No evil characters, a slightly grey morality can be fine if played well but as with the rule above evil characters can find themselves working against a party and it's not always fun.
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All PvP requires consent and if a situation does come up in which two players consent to PvP, it should be non lethal.
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Subjects and themes that may include gratuitous violence, gory horror, animal cruelty/death, gambling, drug use, suicide, mental health, self harm and scenes of sexual nature may possibly arise in game. A dm may choose to cut to “off screen” if they deem it necessary. These topics will be handled with care but it leads on to the next rules.
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There will be strictly no scenes or play depicting graphic sexual activities, depictions of rape of anykind, Intentional disrespect or offense of another members beliefs, race, or identity. Targeted abuse of anyone in the group.
Safety Tools
These are really important so please read! We all play dnd to have fun and enjoy our time spent together so to ensure we are all enjoying ourselves we are implementing this very simple system.
X, N, and O cards are check-in tools. They can be used by typing the letter in the chat function of the virtual tabletop you are using.
The X card can be used at any point if a participant is uncomfortable with the content happening in-game. When the X card is used by typing an “X” in the chat, the group can change, rewind, or skip the content.
The N card can be used at any point if a participant feels like they are headed towards an X. When the N card is used by typing an “N” in the chat, the group can change the content or have the scene “fade to black.”
The O card can be used at any point if a participant wants to continue with the content. When the O card is used by typing an “O” in the chat, the group is ok to continue with the content. They can also regularly be prompted by a “O?” asked out loud or in the chat to check-in if everyone is still ok.
If you are worried about something that might be triggering for you please message the dm before the session so they can avoid it ever coming up.
The Skaanos Camp
You are all members, either new or old of a now famous explorer's guild based within the Forgotten Realms, The Wayfinder's Lodge . Recently a member of the guild a wizard named Vandril sailed his boat through some supernatural mists and into a new world, landing on an island he has named Skaanos. The portal has thus far remained open and is large enough for small sailing craft to cross. In an effort supported by the Lord's Alliance the Wayfinder's lodge have been tasked with exploring this world and building a settlement there. To do this they've recently recruited adventurers from every level of society, from pardoned criminals to landed nobles, adventurers have taken up the call to join the guild and make the journey to Skaanos. What's made you join the guild?
Your characters will arrive at Skaanos Camp by boat, arriving at a rugged settlement clinging to the edge of a vast, wild frontier. The town is an uneven collection of tents clustered on the shore. The air is filled with the sounds of adventurers unloading gear, sharpening weapons, and murmuring about rumours of treasure and danger. At the heart of the camp, The Wayfinder's lodge stands out, larger and more ornate than most other tents. Its canvas is dyed in greens and browns, with a banner hanging outside bearing a motif of a compass and a pair of crossed axes. Inside, the tent is bustling with activity. There’s a large table piled with rough maps, incomplete charts, and scrawled notes about nearby landmarks. Lanterns hang from the central poles, casting a warm glow over the map-covered walls. Guild members shuffle around, preparing gear, while others exchange information about recent forays into the wilderness. Nearby, the Tavern Tent, affectionately named “The Driftwood Flask,” is the heart of the camp’s social life. It’s a large tent with sides tied up, letting the salty air drift through. A mismatched assortment of salvaged barrels, driftwood benches, and crates serve as seating, and a simple plank-and-barrel setup makes the bar. The Driftwood Flask is the first stop for newcomers, full of seasoned adventurers and traders unwinding from their day’s trials. The tavern is loud and lively, with patrons sharing exaggerated tales, marking up maps, and making plans for the next expedition. Walking paths are simply dirt trampled down by boots, weaving through the camp like veins, leading down to the docks where new arrivals disembark ready to begin their avdventures on Skaanos.
Creating Your Character
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All new characters start at level 2 and take basic starting equipment and gold. Once characters reach certain levels they can then start a new character at that level of play. The levels are 4, 8, and 12.
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If a character dies, experience earned from that adventure can be awarded to a new character.
Discovery Method
For rolling stats we will be using the 74 Rule. Please use the discord dice rolling channel. roll your first 5 stats as per normal rules (4d4 take away the lowest) add them all up and subtract them from 74 which will form your 6th stat. You can place them in any order with your abilities (or go wild and play them in rolled order!). (notes: you may re roll all 1's not including the dropped number, but only once. your 6th stat cant be less than 5 or more than 18 if this happens add or subtract from the 5th stat so the total equals 74))
If you have a character in mind recommend you take: Standard Array You have the stats (15, 14, 13, 12, 10, 8) and assign them in any order you like. If this option is chosen, you must announce this and not roll for stats. STR: 12 DEX: 15 CON: 13 INT: 10 WIS: 14 CHA: 8 Point-buy See P13 of the D&D 5e Player's Handbook If this option is chosen, you must announce this and not roll stats.
Allowed Character Races
- Aasimar
- Bugbear
- Centaur
- Changeling
- Deep Gnome
- Dhampir
- Dragonborn (Chromatic)
- Dragonborn (Draconblood)
- Dragonborn (Gem)
- Dragonborn (Metallic)
- Dragonborn (PHB)
- Dragonborn (Ravenite)
- Duergar
- Dwarf (Hill)
- Dwarf (Mountain)
- Eladrin
- Elf (Astral)
- Elf (Drow)
- Elf (High)
- Elf (Wood)
- Fairy *
- Firbolg
- Genasi (Air)
- Genasi (Earth)
- Genasi (Fire)
- Genasi (Water)
- Githyanki
- Githzerai
- Gnome (Forest)
- Gnome (Rock)
- Goblin
- Goliath
- Half-Elf
- Half-Elf (Variant; Aquatic Elf Descent)
- Half-Elf (Variant; Drow Descent)
- Half-Elf (Variant; High Elf Descent)
- Half-Elf (Variant; Wood Elf Descent)
- Half-Orc
- Halfling (Ghostwise)
- Halfling (Lightfoot)
- Halfling (Lotusden)
- Halfling (Stout)
- Harengon
- Hobgoblin
- Human
- Human (Variant)
- Hexblood
- Kender
- Kenku
- Kobold
- Leonin
- Lizardfolk
- Loxodon
- Minotaur
- Orc
- Owlin *
- Reborn
- Satyr
- Sea Elf
- Shadar-kai
- Shifter
- Tabaxi
- Thri-kreen
- Tiefling
- Tiefling (Asmodeus)
- Tiefling (Baalzebul)
- Tiefling (Dispater)
- Tiefling (Fierna)
- Tiefling (Glasya)
- Tiefling (Levistus)
- Tiefling (Mammon)
- Tiefling (Mephistopheles)
- Tiefling (Variant; Devil's Tongue)
- Tiefling (Variant; Feral)
- Tiefling (Variant; Hellfire)
- Tiefling (Variant; Infernal Legacy)
- Tiefling (Variant; Winged) *
- Tiefling (Zariel)
- Tortle
- Triton
- Vedalken
- Warforged
- Yuan-T
Notes: *All races with permanent, natural flight such as Aarakocra and Winged Tiefling only gain the ability to fly at 5th Level Customizing Your Origin is Allowed. Meaning you can assign your ability score bonuses to a different stat. More Info Races contained in "Mordenkainen Presents: Monsters of the Multiverse" have replaced any existing version of those races. Races played should be of the most up to date version.
Allowed Character Classes
Artificer
- Alchemist
- Armourer
- Artillerist
- Battle Smith
Barbarian
- Battlerager
- Path of The Ancestral Guardian
- Path of the Beast
- Path of the Berserker
- Path of the Giant
- Path of the Storm Herald
- Path of the Totem Warrior
- Path of the Wild Magic
- Path of the Zealot
Bard
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College of Eloquence
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College of Glamour
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College of Lore
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College of Creation
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College of Spirits
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College of Swords
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College of Valour
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College of Whispers
Cleric
- Arcane Domain
- Death Domain
- Forge Domain
- Grave Domain
- Knowledge Domain
- Life Domain
- Light Domain
- Nature Domain
- Order Domain
- Peace Domain
- Tempest Domain
- Twilight Domain
- Trickery Domain
- War Domain
* See Errata on next page for changes to these classes.
Druid
- Circle of Dreams
- Circle of Spores
- Circle of Stars
- Circle of the Land
- Circle of the Moon
- Circle of the Shepherd
- Circle of Wildfire
Fighter
- Arcane Archer
- Battle Master
- Cavalier
- Champion
- Echo Knight
- Eldritch Knight
- Psi Warrior
- Purple Dragon Knight
- Rune Knight
- Samurai
Monk
- Way of the Ascendant Dragon
- Way of the Astral Self
- Way of the Drunken Master
- Way of the Four Elements
- Way of the Kensei
- Way of the Long Death
- Way of Mercy
- Way of the Open Hand
- Way of Shadow
- Way of the Sun Soul
Paladin
- Oath of Conquest
- Oath of Devotion
- Oath of Heroism
- Oath of Redemption
- Oath of the Ancients
- Oath of the Watchers
- Oath of the Crown
- Oath of Vengeance
- Oathbreaker
Ranger
- Beast Master
- Drakewarden
- Gloom Stalker
- Hunter
- Monster Slayer
- Fey Wanderer
- horizon walker
- Swarm Keeper
Rogue
- Arcane Trickster
- Assassin
- Inquisitive
- Mastermind
- Phantom
- Scout
- Swashbuckler
- Thief
- Soulknife
- Sorcerer
- Aberrant Mind
- Clockwork Soul
- Divine Soul
- Draconic Bloodline
- Lunar Sorcery
- Shadow Magic
- Storm Sorcery
- Wild Magic
Warlock
- Hexblade
- The Fathomless
- The Archfey
- The Celestial
- The Fiend
- The Great Old One
- The Genie
- The Undying
- The Undead
Wizard
- Bladesinging
- Chronurgy Magic
- Graviturgy Magic
- Order of Scribes
- School of Abjuration
- School of Conjuration
- School of Divination
- School of Enchantment
- School of Evocation
- School of Illusion
- School of Necromancy
- School of Transmutation
- War Magic
Character Backgrounds
The following character backgrounds are allowed:
Background and species info from 2014/2024 PHB's
Backgrounds and Species from Older Book s
Backgrounds in older D&D books don’t include ability score adjustments. If you’re using a background from an older book, adjust your ability scores by increasing one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.
Similarly, species in older books include ability score increases. If you’re using a species from an older book, ignore those increases and use only the ones given by your background.
Also, if the background you choose doesn’t provide a feat, you gain an Origin feat of your choice
- Player's Handbook (2014 & 2024)
- Customizing a Background (PHP 125)
- Sword Coast Adventurer's Guide
- Curse of Strahd
- The Wild Beyond the Feywild
- Tomb of Annihilation
- Explorer’s Guide to Wildemount
- Mythic Odysseys of Theros
- Ghosts of Saltmarsh
- Van Richten’s Guide to Ravenloft
Feats
The following feats are allowed:
-All Feats from new rules as written.
- Bigby Presents: Glory of the Giants
- Fizban's Treasury of Dragons
- Player's Handbook
- Sword Coast Adventurer's Guide
- Tasha's Cauldron of Everything
- Xanathar's Guide to Everything
Spells
The following spells are allowed:
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Explorer’s Guide to Wildemount (These spells are only available to Dunamancers)
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Fizban's Treasury of Dragons
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Guildmaster's Guide to Ravnica
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Icewind Dale: Rime of the Frostmaiden
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Player's Handbook
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Sword Coast Adventurer's Guide
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Tasha's Caulron of Everything (Construct Spirit has a typo should be: "Hit Points 40 + 15 for each spell level above 4th")
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Xanathar's Guide to Everything
PANTHEON
The pantheon starting characters can choose from is Forgotten Realms pantheon.
Character development relies heavily on the player. Please be sure your character has a reason for having come to Farwater. From there you can develop your character in the roleplay channels. You may also request quests that help to progress your characters story or goals. Individual DMs are not likely to know the narrative of your character. You will need to share that with them if you expect it to be written into a quest.
Character Backstory New characters must have a dissimilar persona and name from your previous 3 characters, at the discretion of the Organizers and Helpers. Character Age
All player characters must be at least the adolescent age for their listed race. For Humans, races that physically mature at the same rate as humans, and races with no listed age, adolescent is considered to be 13 years old.
For other races, use the following to determine adolescent age (round up): 0.72 x Adult Age
A character cannot have their age reduced below this number by any means. All characters can change any aspect of their character (such as class, race, features, etc) before the start of their third game. A character created with the standard array may rearrange the array, a character created with the point buy method may redistribute their points. The following Homebrew rules are used on this game :Hit Points
Character Development
Changing Characters Within The First Few Sessions
Homebrew Rules
Encumberance
Generally is not tracked except when it gets unreasonable for example if a character is carrying 10 greatswords or 10,000 copper pieces. On some quests that are more survival focused encumberance rules maybe used at the DM's discression.
Lifestyle Expenses
It is assumed that, when not adventuring, your character is making sufficient funds to cover their lifestyle. It's up to you to flavour what that looks like.
Quest Summary
Every player that posts a quest summary receives Inspiration that can be used in their next quest to reroll any Saving throw, Ability Check, Attack roll or Skill check. A quest summary must be written for every adventure and the person writing it should be picked before the start of the session.
Animal Companions & Retainers
It's possible to obtain animal companions and retainers using the rules from MCDM Flee Mortals! These may only be obtained in game by specific quests, only one animal companion or retainer using these rules may be in a party at one time. Other pet's/animals gathered in game will be handled as normal using their regular D&D statblock.
Downtime
This will mostly be handled by XgtE rules. The only downtime available to start are as follows
- Gambling
- Carousing (Max roll 15, 1 gossip instead of a contact)
- Pit Fighting
- Relaxation
- Religious Service (Max roll 20, 1 favour)
- Research (Max roll 10, 1 Lore)
- Work
Basebuilding
The camp of Skaanos will grow as play continues, players will have a chance to influence how it does and what is built/improved. Building useful structures may require quest unlocks, gaining access to materials and gold. Some buildings may unlock further downtimes.
Travel
The map is divided into 9 mile Hexes. With no roads characters can travel 24 miles roughly 2.5 hexes per day on plains. Moving through light forest/tundra etc. will be at a pace of 18 miles per day or 2 hexes. Really tough terrain will limit travel to one hex per day. Travel speed is at the dm's discretion.
Distance to the horizon is governed by your height, as follows.
- Altitude Distance
- 6 feet (man height) 3 miles
- 40 feet (tree height) 7 miles
- 100 feet (plains hill) 12 miles
- 500 feet (hill) 27 miles
- 1,000 feet (mountain) 38 miles
- *Mountains can be seen from 70 miles away