Nexus

Interplanar West Marches
Player Guide v0.61

(report any errors or mistakes to Memo)

Introduction

Welcome to the world of Nexus, a hub of inter-planar travel. Every now and again, a new rift is torn in the fabric of reality and a gate of inter-dimensional travel is born. These gates entice adventures to band together and explore their mysterious depths. What great wonders lurk beyond these gates? What fame, fortune, or glory could one attain? Who or what is causing these gates to appear?

The answers can only be found by those brave souls willing to venture forth beyond the threshold, into the unknown

General Rules

Before you start to play, consider the following rules:

Don’t be a chucklenugget!

Timeout: if you are uncomfortable with anything that happens in the game, just say “timeout” and the DM will take a break and give everyone a chance to address the issue.

• By default, PvP is not allowed. No non-consensual PvP. If the situation requires PvP, try to make it non-lethal. Includes touching other people’s possessions.

• Toxicity, harassment, and discrimination in any form will NOT be tolerated.

• Be mindful of speaking over other players and the DM during games.

• #Welcome_Chat is for welcoming new players to the game. Questions should go in #Questions. All channels have a purpose and their names are good indicators of what should go in them. New channels will be unlocked once players have completed their first character.

West Marches Campaign

Coined by Ben Robins in his titular game, West Marches is a style of play that allows DMs and Players to host games at virtually any time. It does this by having multiple DMs and even more players in a single shared campaign world. All players start at the same home location and explore outwards each session. At the end of the session they make it back to their home location and share what they learned about the world. At its heart, West Marches games are collaborative games forcused on exploring a shared living world whose boundaries grow each time an adventure takes place.

For our game, the adventurers begin in the city of Nexus. The city has an inn and access to basic goods. Players may spend their money in the city of Nexus in preparation for the quest they will embark on.

Additionally, each DM has their own seperate planar world which is represented by the interdimensional rifts in the Nexus. Players will spend most of the time in these worlds, exploring the location and then coming home at the end of the session (hopefully in one piece!)

To read more on the Nexus lore and on each individual plane, follow this link


Part 1: Character Creation

Nexus: Interplanar West Marches has guidelines for character creation. These rules help to keep the game fair and balanced for everyone involved. If you are new to Dungeons and Drgaons 5th edition or if you have any questions at all about character creation, @DM any of the DMs in #questions and we will help guide you through the process!

Character Sheet

Players can make characters by acessing Nexus: Interplanar West Marches in roll20. To propagate a new character sheet, type the following macro into the roll20 chat window:

  • !charsheet

Make sure to claim the sheet by changing the name and adding an image to the sheet to represent your character.

Allowed Resources

The resources allowed for character creation are as follows.

  • Player's Hand Book (PHB)
  • Sword Coast Adventurer's Guide (SCAG)
  • Elemental Evil Player's Companion (EEPC)
  • Volo's Guide to Monsters (VGM)
  • Xandathar's Guide to Everything (XGE)
  • Mordenkainen's Tome of Foes (MTF)
  • Guildmasters' Guide to Ravnica (GGR)

Unless specifically noted, players may use any combination of race, class, spells, and feats from these books. Features from other offical DnD books are not allowed. Unearthed Arcana (UA) is BANNED.

Level

All players are the same level. Player level can be found in the #level Discord text channel.

Hit Points

Players must take the average hit point calculation as described in the PHB.

Ability Scores

Players must use the point buy method for determining ability scores as decribed in the PHB (pg 13). Players can also use this link to help calculate their ability scores.

Starting Equipment

In addition to the starting equipment granted to them by their class and background, players also start with 2,000 gold.


Character Registration

Once your character is finished, ping @DM with your character name and roll20 name to have them check it over. If everything looks ok, the DM will then register you for the campaign, giving you the @PLAYER role and permissions. All new characters must be registered in this way, even for veterans of the Nexus Server.

Part 2: Questing

Questing is the primary source of experience and gold in the campaign. While you may always join a quest posted by DMs, the spirit of a West Marches game is that the players decide what quests they wish to endeavor on. When no quests are available, it is the player's responsibility to organize the game and request a session.

Requesting A session

Players who wish to play may request a session with DMs any time. To do this, gather players who might wish to join the game. Once players have been gathered, message @DM in the #session-request to request a session date and time. Ask the DM if there are any specific quests available to run. You may also check the quest lists at this link. Once a quest is posted, make sure to sign up in the #sign-up discord channel.

Signing Up

Alternatively, players may sign up for sessions that are already requested. To do this, check the #sign-up discord channel for any upcomming quests. Follow the link provided at the end of the quest posting in order to sign up. If the session is full already, or if you are unsure you will be able to make it to the session, you can request yourself as a backup player as well. Be mindful of session requirements when applicable.


Leveling System

Nexus: Interplanar West Marches uses a custom leveling system for player progression. This system streamlines exp progression and rewards players for engaging the campaign through Combat, Exploration, and Roleplay. The rules for leveling are as follows:

  1. All players are the same level. Player level can be found in the #level Discord text channel.

  2. Player progression is cumulative across the server. Exp earned from a session is applied to a collective EXP pool.

  3. Exp rewards will be based on the 3 pillars of adventuring: Combat, Exploration, Roleplay.

  4. Each pillar is broken down by difficulty

    • Easy = 5 exp
    • Medium = 10 exp
    • Hard = 15 exp
    • Deadly = 20 exp
  5. A maximum of 30 exp can be earned per session for combined combat, exploration, roleplay.

  6. Upon character death, players will keep their level, but lose all gold and items.

Part 3: Down Time Activities

Down Time Activies (DTAs) acccount for the time between adventures. They represent the normal everyday upkeep and maintenance that every character needs to do in order to be ready and raring for that next big encounter. Below are the rules regarding Down Time Activities

Rules

  1. Players can participate in a DTA at any time as long as they meet all the requirement for the DTA.

  2. Players must announce DTAs in #downtime text channel.

Buying Magical Items

Players may buy magical items from the Nexus Grand Market. Players can check the list of items available for purchase in Part 4 of this guide. A player can purchase one magical item from the list by announcing in the #downtime chat:

Name: Insert character name

DTA: Buying Magical Items

Item Bought: Insert item name (and price)

Scribing Spells

Players who have access to spellcasting may scribe spells onto scrolls or into spellbooks. The spell must be from the character's class list or one that the character can learn. Players must also pay a scribing fee as indicated below:

Spell Level Scribing Fee
1st 60 gp
2nd 120 gp
3rd 200 gp
4th 320 gp
5rd 640 gp

In addition to the scribing fee, players who are scribing spells into a spellbook must ALSO pay additional costs as indicated by the PHB spellbook copying rules (pg 114) .

A player can scribe one spell from the list by announcing in the #downtime chat:

Name: Insert character name

DTA: Scribing Spells

Spell Scribed: Insert spell name/level (and price)


Preparing

Players who can benefit from actions done outside of a session, must spend their time participating in a Preparing DTA in order to reap said benefits. Summoning, pre-casting spells, copying spells from other players, and any other benefits that expends time outside of a game session, MUST BE ANNOUNCED. Each time a player would benefit from any such action, they must announce in the #downtime chat:

Name: Insert character name

DTA: Preparing

Description: Insert brief description of the DTA

Cost: Insert costs if any (Eg. spell slot)

Benefit: Insert the DTA benefits

Inheritance

Players who retire a character may bequeath one magic item to their new character. This "Heirloom Item" once bequeathed, may not be traded or sold. All other magic items, mundane items, and gold are removed and the new character is at base XP for their level. A player can gain the benefits of Inheritance by spending 1000gp and announcing in the #downtime chat:

Name: Insert current character name

DTA: Inheritance (2000gp)

Heirloom Item: Insert item name

Description: Insert item description

Heir: Insert new character name

Item Sale

Players may sell magical items to the item shop for half value, using 1 DTA. A player can gain the benefits of Item Sale by announcing in the #downtime chat:

Name: Insert character name

DTA: Item Sale

Item Sold: Insert item name (and price)

Gold Received: Half-value of the item

Crafting

Welcome Traveler, to Cap & Wak's Crafting Wonders. We take ingredients from all across the magical realms of the Nexus, harness their energy and transform them into mythical artifacts the likes of which no world has ever seen. Now, what do you have for us today?

How - To:

To Craft an item, post in the #Crafting channel, listing all the ingredients you'd like to make available. It should look like this:

In #Crafting:

Name: Player Name

DTA: Crafting

Item: The item you'd like enchanted

Gold: List the amount of Gold to be used:

Ingredients: List all Ingredients to be used:

For example:

In #Crafting:

Name: Player Name

DTA: Crafting

Item: Plate Armor

Gold: 2200gp

Ingredients:

Rule of Thumb:

The rarer the ingredients, and the more money you are willing to spend, the better the resulting item will be.

Completion:

When your item is complete, it will be PM'd to you via Discord. The creation process may take up to a week; crafting is a busy business.

  • At any time during the process, the DM running the Crafting Channel may reach out to clarify exactly where and how you obtained the ingredients.

  • If any items or gold aren't expended or consumed by the process, they may be returned.


Trading

Players may trade magical items to each other. The items must be of approximate equal value. Players can gain the benefits of Trading by each and announcing in the #downtime chat:

Player 1:

Name: Insert character name

DTA: Trading

Item Traded: Insert item name (and price)

Trading To: Insert name of receiving player

Player 2:

Name: Insert Character Name

DTA: Trading

Item Traded: Insert item name (and price)

Trading To: Insert name of receiving player

Part 4: Grand Market

The Nexus Grand Market teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In Nexus, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.

For an adventurer, the availability of magical armor, weapons, and items is of paramount importance. Proper equipment can mean the difference between life and death in the untamed wilds. Below is a list of magical merchandise that can be found in the Nexus Grand Market.

General Rules

Any items found in the PHB can be purchased and sold without spending a DTA. Players can sell PHB items for half their listed price. Players must spend DTAs to buy and sell any items not found in the PHB.

Item Descriptions

Descriptions of items can be found here.

Consumables

Consumables represent all items that can be used up when used in their intended manner. By default, consumables are somewhere around one tenth the price of an equivalent permanent item. The scroll prices below represent a typical scroll of that level.

Name Price
Spell Scroll Level 0 10
Ammunition +1 (each) 25
Quaal's Feather Token Anchor 50
Spell Scroll Level 1 60
Philter of Love 90
Ammunition +2 (ea) 100
Potion of Poison 100
Dust of Dryness (1 pellet) 120
Elixir of Health 120
Keoghtom's Ointment (Per dose) 120
Spell Scroll Level 2 120
Potion of Fire Breath 150
Potion of Greater Healing 150
Potion of Climbing 180
Potion of Heroism 180
Potion of Invisibility 180
Potion of Mind Reading 180
Potion of Water Breathing 180
Scroll of Protection 180
Name Price
Nolzur's Marvelous Pigments 200
Potion of Animal Friendship 200
Spell Scroll Level 3 200
Quaal's Feather Token Fan 250
Quaal's Feather Token Whip 250
Potion of Diminution 270
Potion of Growth 270
Dust of Disappearance 300
Necklace of Fireballs (One bead) 300
Potion of Gaseous Form 300
Potion of Resistance 300
Universal Solvent 300
Spell Scroll Level 4 320
Ammunition +3 (ea) 400
Potion of Speed 400
Sovereign Glue 400
Horn of Blasting 450
Potion of Superior Healing 450
Dust of Sneezing and Choking 480
Necklace of Fireballs (Two beads) 480
Oil of Slipperiness 480
Potion of Flying 500
Arrow of Slaying (ea) 600
Spell Scroll Level 5 640
Bead of Force 960
Elemental Gem 960
Necklace of Fireballs (Three beads) 960
Potion of Clairvoy­ance 960
Potion of Vitality 960
Spell Scroll Level 6 1280
Potion of Supreme Healing 1350
Chime of Opening 1500
Necklace of Fireballs (Four beads) 1600
Oil of Etherealness 1920
Ioun Stone Absorption 2400
Quaal's Feather Token Bird 3000
Quaal's Feather Token Swan Boat 3000
Oil of Sharpness 3200
Necklace of Fireballs (Five beads) 3840
Potion of Invulnerability 3840
Gem of Brightness 5000
Name Price
Deck of Illusions 6120
Necklace of Fireballs (Six beads) 7680
Ioun Stone Greater Absorption 31000
Rod of Absorption 50000
Talisman of Ultimate Evil 61440
Talisman of Pure Good 71680
Robe of Useful Items Items * 5

Combat Items

Combat items are primarily good for killing things. A few have other uses as well, like the luckstone or the Ioun Stone of Mastery, but their biggest effect is making their owner better at killing or not getting killed. For all items which are weapons or armor, add the cost of the mundane base weapon or armor that makes them up to their price.

Name Price
Vicious Weapon 350
Adamantine Armor 500
Mithral Armor 800
+1 Weapon 1000
Sword of Life-Stealing 1000
Ioun Stone Protection 1200
Wand of the War Mage +1 1200
Bracers of Archery 1500
Circlet of Blasting 1500
Javelin of Lightning 1500
Prayer Bead - Smiting 1500
Wind Fan 1500
Sword of Sharpness 1700
Staff of the Adder 1800
Dancing Sword 2000
Glamoured Studded Leather 2000
Pipes of the Sewers 2000
Prayer Bead - Bless 2000
Saddle of the Cavalier 2000
Sword of Wounding 2000
Frost Brand 2200
Dagger of Venom 2500
Gloves of Missile Snaring 3000
Ioun Stone Agility 3000
Ioun Stone Fortitude 3000
Ioun Stone Insight 3000
Ioun Stone Intellect 3000
Ioun Stone Leadership 3000
Name Price
Ioun Stone Strength 3000
Staff of Withering 3000
Cloak of Protection 3500
Oathbow 3500
Ring of Protection 3500
+2 Weapon 4000
Boots of Speed 4000
Dragon Scale Mail 4000
Elven Chain 4000
Ioun Stone Regeneration 4000
Iron Bands of Bilarro 4000
Prayer Bead - Curing 4000
Rope of Entanglement 4000
Wand of Enemy Detection 4000
Luckstone 4200
Wand of the War Mage +2 4800
Flame Tongue 5000
Periapt of Wound Closure 5000
Ring of Evasion 5000
Ring of the Ram 5000
Tentacle Rod 5000
Animated Shield 6000
Armor of Resistance 6000
Arrow-Catching Shield 6000
Belt of Dwarvenkind 6000
Bracers of Defense 6000
Ioun Stone Reserve 6000
Pearl of Power 6000
Pipes of Haunting 6000
Ring of Resistance 6000
Robe of Scintillating Colors 6000
Scimitar of Speed 6000
Shield of Missile At­traction 6000
Giant Slayer 7000
Mace of Smiting 7000
Brooch of Shielding 7500
Amulet of Health 8000
Dragon Slayer 8000
Gauntlets of Ogre Power 8000
Headband of Intellect 8000
Mace of Disruption 8000
Mace of Terror 8000
Nine Lives Stealer (Fully Charged) 8000
Wand of Magic Missiles 8000
Wand of Web 8000
Name Price
Staff of Thunder and Lightning 10000
Wand of Binding 10000
Wand of Fear 10000
Ioun Stone Awareness 12000
Rod of the Pact Keeper +1 12000
Staff of Charming 12000
Sunblade 12000
Staff of Healing 13000
Ring of Shooting Stars 14000
Ioun Stone Mastery 15000
+3 Weapon 16000
Hammer of Thunderbolts 16000
Rod of the Pact Keeper +2 16000
Staff of Fire 16000
Staff of Swarming Insects 16000
Wand of Paralysis 16000
Ring of Fire Elemental Command 17000
Dwarven Thrower 18000
Wand of the War Mage +3 19200
Efreeti Chain 20000
Ring of Free Action 20000
Sentinel Shield 20000
Staff of Striking 21000
Ring of Spell Storing 24000
Vorpal Sword 24000
Ring of Water Elemental Command 25000
Rod of Alertness 25000
Staff of Frost 26000
Instrument of the Bards - Fochulan Bandlore 26500
Instrument of the Bards - Mac-Fuirmidh Cittern 27000
Rod of Lordly Might 28000
Rod of the Pact Keeper +3 28000
Instrument of the Bards - Doss Lute 28500
Instrument of the Bards - Canaith Mandolin 30000
Mantle of Spell Resistance 30000
Ring of Spell Turning 30000
Prayer Bead - Favor 32000
Wand of Fireballs 32000
Wand of Lightning Bolts 32000
Wand of Polymorph 32000
Instrument of the Bards - Cli Lyre 35000
Scarab of Protection 36000
Sword of Answering 36000
Staff of the Woodlands 44000
Spellguard Shield 50000
Cloak of Displacement 60000
Robe of Stars 60000
Weapon of Warning 60000
Prayer Bead - Wind Walking 96000
Instrument of the Bards - Anstruth Harp 109000
Instrument of the Bards - Ollamh Harp 125000
Prayer Bead - Summons 128000
Holy Avenger 165000

Noncombat Items

Noncombat items give some sort of problem-solving ability not directly related to combat. Some, like the Eversmoking Bottle and the Boots of Levitation are also useful in combat, but that isn’t where the bulk of their utility comes from.

Name Price
Helm of Comprehend Languages 500
Driftglobe 750
Trident of Fish Command 800
Cap of Water Breath­ing 1000
Eversmoking Bottle 1000
Quiver of Ehlonna 1000
Ioun Stone Sustenance 1000
Ring of Warmth 1000
Goggles of Night 1500
Horseshoes of the Zephyr 1500
Mariner's Armor 1500
Necklace of Adaption 1500
Ring of Water Walking 1500
Wand of Magic Detection 1500
Wand of Secrets 1500
Gloves of Swimming and Climbing 2000
Heward's Handy Haversack 2000
Rope of Climbing 2000
Ring of Feather Falling 2000
Boots of Elvenkind 2500
Eyes of Minute Seeing 2500
Eyes of the Eagle 2500
Ring of Jumping 2500
Dimensional Shackles 3000
Eyes of Charming 3000
Medallion of Thoughts 3000
Ring of Swimming 3000
Bag of Holding 4000
Boots of Levitation 4000
Ring of Animal Influence 4000
Boots of Striding and Springing 5000
Name Price
Cloak of Arachnida 5000
Cloak of Elvenkind 5000
Gloves of Thievery 5000
Hat of Disguise 5000
Horseshoes of Speed 5000
Immovable Rod 5000
Lantern of Revealing 5000
Periapt of Health 5000
Periapt of Proof Against Poison 5000
Slippers of Spider Climbing 5000
Cloak of the Bat 6000
Cloak of the Manta Ray 6000
Ring of X-Ray Vision 6000
Cape of the Mountebank 8000
Portable Hole 8000
Apparatus of Kwalish 10000
Boots of the Winterlands 10000
Folding Boat 10000
Ring of Invisibility 10000
Helm of Telepathy 12000
Cube of Force 16000
Ring of Mind Shielding 16000
Rod of Rulership 16000
Mirror of Life Trapping 18000
Amulet of Proof Against Detection and Location 20000
Robe of Eyes 30000
Gem of Seeing 32000
Plate Armor of Etherealness 48000

Part 5 DM Application Process

Prerequisites

  • It is recommended to have at least one year of DMing experience but you can still apply if you don’t.
  • Must have been a part of the server for at least a month.
  • Must have played in at least 5 games in the server.
  • Must be familiar with the basic rules of D&D 5e.
  • Be a cool dude (or dudette).

Process

  • Privately message one of the active DMs with a request for a recommendation
  • Have at least two active DMs give you a recommendation for a Trial Game
  • You will be given the title of Trial DM
  • Prepare 3 Trial Games and run them
  • An active DM must be a player or an observer to the games
  • The DMs who viewed the games will give feedback to the other DMs and discuss the quality of the games.
  • If you are not accepted you must wait one month until attempting to run another Trial Game