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Table of Contents

Table of Contents

Introduction

after three months at sea, the sight of land is a blessing unlike any you’ve known before. Dark forests of fir, cedar, spruce, and pine crowd close upon the rocky, mist shrouded shore. The ship sails for a day along the coast, past a thousand inlets and bays.

The captain explains the coast itself is actually a large island, a few hundred miles long, and so far unexplored beyond what’s been seen from the ship. The town is on the mainland in the narrow strait that separates this large island from the continent. Ships must enter the strait from the North because the southern strait is clogged with dozens of smaller islands leaving only a winding maze of water.

On midday of the second day, the ship rounds the tip of the island and the sea stretches to the Northern horizon. Following the shore, the ship comes into the strait, with the island to starboard and for your first glimpse of the mainland. You’re blessed with a clear spring day. The dense coniferous forests rise quickly from shores of dark, moss covered rocks, bluffs and pebbly beaches to hills and foothills and snow capped mountain peaks. Everywhere are streams, creeks, and rivers pouring out into the strait. You pass flooded wetlands and broad fields, but most of all, the trees towering dark and wet all the way to those not so distant peaks stabbing thousands of feet into the sky.

After another day heading down the strait, you come to an enormous delta stretching South and out of sight. It’s here, where the northern edge of the delta meets the shore, that you see your new home. A few dozen log buildings clustered on a broad promontory look unbelievably small in this land of immense trees and mountains. Even from a distance, you can see flags waving and a few soldiers standing watch on small wooden palisade at the neck of the headland and others at work upon it. "Welcome to Halfmoon," the captain says.

Introduction

Players' Responsibilities

The difference between the West Marches and home campaigns is how the community interacts with each other between games to achieve goals or explore the wilderness together. In order to do this the players are in charge of creating and joining games as well as making After Action Reports to keep other players up to date. As a player you are expected to do this:

  • Be active on the subreddit
  • Create or join Games on the subreddit by contacting the DMs
  • Write AARs after games to inform your fellow players of your adventures. This is important as it is one of the main ways to get information in an organized structure for months to come.
  • Join the discord and engage with the community there

Creating or Joining Games

When setting up or joining a game, first consider these rules:

  • You may apply to as many games as you want, However you can only play in one game a week (Barring ASAPS)
  • Players may only reserve a single DM slot at a time.
  • In the even a player wishes to reserve a slot further out they must first forfeit the current weeks game and any games leading up to that slot.

If you are setting up a game you can check out the DM Availability Calendar. DMs will put up their availability up to a week in advance. Notice that all the times are listed in GMT. Clicking the "Google Calendar" button in the bottom right corner will open up the calendar and convert it to your time zone. The times listed here are considered a window for a game. This doesn't mean your game is going to go on for 10 hours. If you need to start a bit earlier or go slightly over, talk to your DM about it! As always verify with the DM that the time you pick is going to work.

Once you have a time slot that works for you, message the DM in Discord and work together to get a game set up. You should message a dm with a hook and an approach. Of course you don't have to follow this exact template but make sure not to exclude any of this information!

Example message

Hello [DM Name] I would like your slot for [Example Day/Time] Here is my hook and approach

Hook: I've heard about a colony of Myconids in the Northern Mountains.

Approach: I would like to meet them and see how many of them there are and if they lead to a passage into the Underdark. In the process of discovering this, I would like to burn all of them up like the disgusting mushroom people they are.

Posting a LFG

Once you have agreed on an adventure and time you should post an LFG. When posting an LFG you can easily follow this example

After Action Reports (AARs)

After a session your DM will post an AAR Thread on the subreddit. It is up to the players to write AARs. Writing After Action Reports (Often refered to as AARs) is a very important part of sharing information with the other players in the land of the West Marches. AARs usually contain information on what happened on the mission and often includes the character's outlook on the mission. Feel free to make this an "In Character" report or an "Out of Character" report. Common things to include are: locations visited, NPCs encountered, monsters encountered, points of interest, events of interest.

At the end of each week, the DM team will pick from these AARs and award inspiration to the most helpful/entertaining ones. Inspiration allows you to reroll one roll and take the higher of the results.

Joining the Discord

We use Discord for our voice communications while in game. In addition to that, discord allows for the sharing of information quickly and easily for our players. Beyond that, we also have between session RP channels for hopping into the RP scene to meet your fellow characters and develop your character. Most people format their RP for ease of use.

  • Type a Message with an Asterisk (*) on either side to italicize your message. This is usually used to indicate narration
  • Type a message with two asterisks on either side or quotation marks around it to bold your text. People usually use this to indicate speech.

RP is in no way required for the purposes of advancing your character.

The Basics

Adventuring

Adventuring in the West Marches follows several tenets:

  • The town is surrounded by a large wall and is considered safe with the exception of special events that the players will know of in advance.
  • Adventures will not take place in town. Explore the wilds and find your story.
  • The wilds generally grow more dangerous the further you travel, this is not always true and remember: running is always an option.
  • The players have persistent effects on the world and it will dynamically change around them.

Character Creation

When creating a character there are many things to take into consideration. Each character will start at level 2 but remain at 0 Experience (900 xp required to level up). We allow many races, subclasses, spells, and backgrounds. We are treating Xanathar's as a playtest, if we detect that any of these subclasses are deemed to be overpowered we may ask you to rebuild your character. Please keep that in mind. At the end of the section there will be instructions on submitting your character.

  • The Lucky feat is restricted
  • We use Unearthed Arcana Revised Ranger (Beast Conclave Only)
  • Background features are changed
  • Standard 27 point buy at character creation
  • Characters start at level 2 but remain at 0 experience
  • PDFs of each supplement can be found here

Races

The current races that we allow are as follows:

  • Player's Handbook (Including Variant Human with restrictions)
  • SCAG Subraces (Excluding Flying Variants)
  • Volo's Guide to Monsters (Excluding Monstrous Races)
  • Deep Gnome & Genasi (EE)
  • MTOF All Elves and Tieflings Variants

Variant Human Feat Restrictions

These feats are not allowed when selecting your level one feat:

  • Alert
  • Crossbow Expert
  • Great Weapon Master
  • Heavy Armor Mastery
  • Lucky
  • Polearm Master
  • Sentinel
  • Shield Master
  • Sharpshooter

Subclasses

We currently allow subclasses from the PHB, Sword Coast Adventurer's Guide, Xanathar's Guide to Everything. UA Revised Ranger is not allowed, except the subclass Beast Conclave. If you wish to play Beast Conclave you may apply the UA Beast Conclave to the normal ranger base class. Subclass race restrictions do not apply. For example, you can play a Gnome Bladesinger. We are treating Xanathar's as a playtest, if we detect that any of these subclasses are deemed to be overpowered we may ask you to rebuild your character.

Spells

All spells in the PHB, Xanathar's Guide to Everything, and SCAG are allowed to be used in game.

Backgrounds

Backgrounds from SCAG, PHB, and Tomb of Annihilation are allowed with the exemption of Hermit and Inheritor. Uthgardt Tribe Member and Outlander have been changed slightly, to view the changes or if you would like your background to be connected to the Halfmoon lore, check the examples here. If you decide to go with the listed examples you can read up on the lore in the lore section. Custom backgrounds are also allowed as seen in the PHB (pg.125).

Character Generation

Submitting A Character

A World of Many Mysteries

When traveling through the world of West Marches: Halfmoon you may notice many strange occurences in the flora and fauna. Many of these are uncharted or unresearched.

Feats and Invocations

The Lucky feat is restricted. All Racial feats from Xanathar's are allowed with the caveat that, if deemed too strong, we will ask you to change or rebuild your character. These are still restricted by race. The Deep Gnome feat from EE is also allowed.

Invocations from Xanathar's are also allowed under the same restrictions as the rest of Xanathar's.

Starting Gold / Equipment

We use the normal rules for starting gold. You can either take starting class equipment and background equipment OR roll for gold.

Submitting a Character

Submitting a character to the West Marches has never been easier. First, make sure we are accepting members by asking in discord or checking our shoutbox on the r/west_marches subreddit After verifying that we are accepting members, you can quickly submit your character using this form .

Homebrew Features

Many of the features within our setting have been homebrewed or changed in order to fit our setting. This list is subject to change as time goes on so be sure to keep an eye out for any changes.

Homebrewed Rules

Buying Gems

In contrast to the first iteration of the West Marches, you can now buy gems. Gems will always retain their full value when bought/sold.

Falling Speed

Falling is done at three speeds, changing per round. On the first round, you fall 500 ft.On the second round, you fall 1000 ft. On the third round. and every round there after, you fall 2000 ft. The falling damage is still capped at a maximum of 20d6.

Grappling Allies

To grapple an ally who is not resisting, it is the same as grappling an enemy, except you don’t need to make the check.

You make a grapple action as an attack action like you normally would to an enemy. This means you can grapple as part of an attack action or as your full attack.

Holding your breath

Whenever you take at least 5 damage from a single blow while you are holding your breath, you must make a Constitution saving throw to maintain holding your breath. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

Homebrew Rules

Learning Languages and Tool Proficiencies

The ability to learn languages and tool proficiencies will become available after certain buildings have been constructed. Upgrading these buildings will affect the gold it takes to learn each. Learning a language after character creation is based on the INT modifier + 1 of your character. So for example, 12 INT (+1 INT) means you can learn two languages. Learning a language costs 250gp and takes 1 IRL Week. You are not restricted from ASAPs during this time.

Learning a tool proficiency costs 250gp and takes 1 IRL Week. You are not restricted from ASAPs during this time.

Potions during Combat

While in combat, a potion can be consumed by a creature as an action, "feeding" them to another creature is still considered an action. Additionally, throwing potions to others is considered an action with a range of 20 feet. Throwing potions at other creatures (alchemist fire, acid, etc) is considered an action with a range of 20/60 feet. The creature retains its AC. Throwing a potion in this manner is considered an improvised weapon.

Reskinning Familiars or Find Steed

Familiars:

  • Keep within the same taxonomic and locomotive class.

Steeds:

  • All steeds use the warhorse statblock
  • Locomotion Class and abilities are linked

To get your steed approve use this form .

Sleeping

We follow Xanathar's sleeping rules which are as follows:

A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise — such as yelling, thunder, or a ringing bell — also awakens someone that is sleeping naturally. Whispers don’t disturb sleep, unless a sleeper’s passive Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.

Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest. When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.

Tying Knots

The creature who ties the knot makes an Intelligence (Sleight of Hand) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence (Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check.


Homebrewed Systems

Calendars, Time, and Weather

The month listed under the Gregorian title would be the expected northen hemisphere equivalent to each month. Time progresses at an accelerated rate. For every real time week, 2 weeks pass in the game.

Farelian Gregorian Season
Hartil March Spring
Af'shir April Spring
Ethuil May Spring
Vezdil June Summer
Eshil July Summer
Tiashli August Summer
Drakklaar September Fall
Yagon October Fall
Yaavan November Fall
Erach December Winter
Magyeli January Winter
Fareli Febuary Winter

Weather during these seasons will often vary on a day to day basis but will largely follow a theme every month. An example of this is if the weather is "Strong storms make tracks easier to follow", (+1 to survival rolls while tracking) then each day will likely not be storms, however they will be common.

Crafting & Construction

These two systems are substantial in both size and importance, because of this you can find the breakdown of each of the systems later in this section.

Death and Resurrection Magic

Death is a curious and jealous thing in Fareleth, once a soul has entered its clutches, Death is not easily separated from its prize.

If a character is to die in Fareleth, they may be brought back to life within 7 in-game days in the regular ways (Revivify, Resurrection, Reincarnate). However, if the body is not connected with its soul within those days, it may be lost forever and will require a special and mysterious ritual to bring back. The ritual closes the claim on the soul that has been marked by Death.

Players may choose to have their character ripped from the domain of Death by a revivify/resurrection/reincarnate after those 7 days but must flee Fareleth lest they are forced back into Death’s realm.

While Gentle Repose protects the body from the decay of nature, it does not anchor the soul and will not have an effect on the 7 day time limit.

Homebrew Rules Cont.

Magic Items

The magic items handed out by the DM team are heavily customised. This means that we do not only give out magic items that can be found in the DMG. Keep this in mind before making a build around a specific magic item.

Masteries

Masteries are additonal "treasures" or rewards that can be obtained within the wilderness. These range from divine blessings to gaining important insight to unveiled mysteries. Masteries are generally bound to a character and can not be given away unless otherwise stated.

Missions and Leads

Quests and Rumors are functionally the same with minor differences. Quests are posted by officials located within town with rewards being negotiated by the players and local officials. Rumors are posted by the players. These rumors can be freely changed/updated by the players as they see fit. Understand that if you attempt to follow up on a rumor, there is a chance that you may not be able to acheive your goal.

Reports

The Rellian Trading Company will gladly pay for any AAR that is submitted to them assuming that the AAR is precise and with reasonable amounts of information. This price is subject to change but averages at 25gp per report.

Exotic Weapons

There are a number of strange and unusual weapons that can be found. These weapons are sometimes nothing like any other weapons found elsewhere in the world and can require years of discipline or study to truly master.

To be proficient with an exotic weapon, you must take the "Exotic Weapon" feat. This feat is restricted at level one. Once proficiency is gained the exotic weapon may be used for class features such as artisan’s blessing, a warlock’s pact of the blade, or similar feature. Exotic Melee Weapons without the finesse property cannot be used with the Rogue’s Sneak Attack class feature. Exotic Weapons that can be used as Monk weapons will have the “Monk Weapon” property.

In addition to taking the feat, sometimes a quest may become available for your character to learn how to use their new weapon. These missions will vary in content depending on the weapon.

Traveling

Traveling within the wilderness can prove dangerous for even the most seasoned of veterans. While traveling, you may come upon different artifacts, wildlife, and archaic mysteries. Travel in West Marches: Halfmoon is slightly different than what’s described in the PHB. Travel speed is affected by four factors:

  • Pace, which is a base speed chosen for an entire day’s travel.
  • Terrain which modifies the travel speeds shown in the table below.
  • Weather whose effects can vary widely.
  • Roads which reduce the difficulty imposed by the terrain.
Distance Traveled Per..
Pace Minute Hour Day Effect
Fast 400 feet 4 miles 32 miles -5 penalty to Passive Perception
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 16 miles Able to use stealth or forage

The Travel Day - When traveling, we assume that a normal day’s travel allows for 8 hours of effective travel. These hours spent on the move are interspersed with mundane activities we don’t generally spend time on during play. Between breaking and setting up camp, eating, meandering paths, taking breaks, and seeing to other personal needs, a travel day is a total of about 12 hours long.

Forced March - Sometimes, players may want to travel farther than is possible in 8 hours. They can push on beyond that limit, but risk exhaustion for every hour they do so. For each additional hour traveled after the initial 8 hours, each character must make a Constitution saving throw at the end of the hour, with a DC of 10+(extra hours traveled). On a failed save, the character suffers one level of exhaustion.

Difficulty Level Speed Example Terrain
Simple 1 Plains, Grasslands
Minor .75 Deserts, Hills, Forests, Moors
Moderate .5 Hilled Forests
Major .25 Mountains, Mountain Forests
Impassable N/A High Mountains, Peaks, Lava Flows, Major Rivers
Overcoming Impassable Areas

Impassable areas are usually only impassable by normal means. They might still be navigated (probably very slowly or at great risk) by parties with special equipment or magic.


Water Crossings

   Crossing water safely takes time. Getting people and gear across can take hours, and some are so large they are impassable by normal means. The DM will tell you how long it takes to safely cross a body of water.

During winter some waterways may be frozen over, and rivers are often running low. The especially frigid water and the extreme cold of the air can pose their own challenges. After every crossing of an unfrozen waterway in winter conditions, each player must make a Constitution saving throw or suffer 1 level of exhaustion. Players who fail this check by 5+ suffer 2 levels of exhaustion.






Travel in Roll20

Before the beginning of the game, players will send the base map they want to start with to the DM. Players will not move the party token on their Roll20 world map. Instead, they will declare their travel pace and, use the ruler tool to measure out the distance they can travel - taking terrain into account - and draw their desired route on the map. If they’re unsure of the entire route at first, they can draw part of it, and wait for the DM to move the party token and give them any new information. At the end of the game if players want to preserve any new information that was added to the world map during the game, they should screenshot it. Following this, the DM will erase the entire map.

Foraging in the Wild

During your travels, you may find yourselves wanting to forage for food. To forage, you must travel at a slow pace for the entire day. A character who forages successfully finds 1d6+their Wisdom modifier in pounds of food and potable water. Foraging can be abundant, moderate, scarce, or unavailable. Depending on availability, finding enough food to feed a person for a day may be more difficult. The table below describes what each of these terms mean:

Availability Forage DC
Abundant 10
Limited 15
Scarce 20
Unavailable Impossible
The Elements

The impacts of seasons and weather on travel in the wilderness can be so varied that enumerating them all mechanically is impractical. Instead, while some effects will be listed and systematized, DMs are encouraged to use weather and seasons as a narrative tool that features prominently in their descriptions, in shaping encounters, travel obstacles, and in calling for skill checks or saving throws, as it seems appropriate to them.

Weather is rolled for the Megathread each week, and the result dictates the predominant weather for that two week period of game time. In addition, weather conditions may shift from that predominant pattern during the game.

Travel Rules

Crafting

Crafting

     Crafting is a system meant to encourage and facilitate role-play through allowing people to customize the appearance and style of the weapons, armor, paintings, food, etc. that they have! Crafting can also have a mechanical component, but this is only with special, explicitly called out materials. With those materials, you will be able to create gear that has mechanical advantages.

Changelog from V2

This system follows in the crafting tradition of nerfing mechanical advantages in favour of RP based crafting.

  • One crafting roll per week that can be used for a profession roll or a profession perk.
  • Profession perks are added.
  • Unlimited RP crafting rolls per week.
  • Removal of rumor generation from crafting.
  • Addition of NPC crafters.

Explanation

Every character may choose to take a profession. At the start of every week (Midnight Monday GMT), you get a profession roll that represents your free time that you can choose to put towards working in town for gold (profession roll) or working for yourself (profession perk). These rolls do not stack and you lose them if you don’t use them. For our purposes, gold and construction rolls are the same.

Players can also choose to make an unlimited number of RP crafting rolls that are for creating customized, skinned analogues of items in the PHB.

To make an item, you may either pay the PHB price and auto-succeed or roll in order to see if you can do it for cheaper. A crafting roll is a d20 + proficiency (if proficient with the tools). Only DM Inspiration can be applied, no Bardic Inspiration, Guidance, etc.

These items and things created are for RP purposes, not for mechanical benefit beyond stock PHB items. This, of course, has an exception in mechanical crafting which is outlined below.

Example

Breki the Cook would like to recreate some celebratory food from his homeland to commemorate the slaying of a bad, bad dragon. He goes to a DM and tells him what he wants to make and may choose to either pay the regular costs or roll to see how good he is with that chef’s knife.

Ask a DM in Discord to watch your crafting roll after talking to him/her about what you wish to create. The DC charts are below.

Mechanical Crafting

There is a way to get mechanical advantages through crafting, this is done through special loot that will be called out by your DM.

When you go out on a mission, you will sometimes successfully explore and earn special materials that can be crafted into various items and gear that give you some benefit. You will not be rolling to see if you are successful in crafting this gear, you will be paying the GP cost of an equivalent item.

Example

Thorin the Paladin delves deep into a gnomish outpost, finding a metal ore that seems to be powering the magitek electricity of the facility. The DM lets Thor-boy know that he has discovered a chunk of ore that can be transformed into a weapon of his choice, but that the weapon is going to be +1 and also deal lightning damage! Thorin can now choose which form he wants his new weapon (hammer, obvi) to take. He will not be making a roll for this but instead paying the PHB costs for a War Hammer.

Profession Chart

Feel free to flavour the professions to fit your character! There are some examples below.

Profession Tools
Artistry Calligrapher's Supplies, Glassblower's Tool, Musical Instrument, Painter's Supplies, Potter's Tools, Weaver's Tools
Smithing Smith's Tools
Cooking/Brewing Alchemist's Supplies, Brewer's Supplies, Cook's Utensils
Engineer/Mason Carpenter’s Tools, Mason’s Tools
Herbalism/Alchemy Alchemist's Supplies, Herbalism Kit, Poisoner's Kit
Leatherworking Alchemist's Supplies, Cobbler's Tools, Weaver's Tools
Mysticism Arcane Focus, Alchemist's Supplies, Druidic Focus, Herbalism Kit, Holy Symbol, Poisoner's Kit
Scribing Calligrapher's Supplies, Cartographer's Tools, Navigator's Tools, Painter's Supplies
Woodworking Carpenter's Tools, Woodcarver's Tools

Professions

Profession Perks

You may use your crafting roll to take your profession perk rather than making a gold roll for the week.

Note: Profession perks expire at midnight Monday GMT, not after 7 days.

Profession     Effects
Artistry Your works inspire and motivate. You can award Muse’s Inspiration to a number of creatures equal to your proficiency bonus - 1. You may inspire a character, acting as their muse. The creature gains a single Muse’s Inspiration. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Muse’s inspiration (1d4). Once within the next week, the creature can roll the die and add the number to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Muse’s Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Muse’s Inspiration die is rolled, it is lost. A creature can only have one Muse’s Inspiration die at a time.
Blacksmithing Your knowledge of metalworking has strengthened your arms and honed your weapons. You may sharpen a non-magical weapon or three pieces of non-magical ammunition. The weapon gains a Hone charge. A honed weapon gains a damage bonus equal to your proficiency bonus for the first three attacks made with that weapon. Ammunition loses its Hone after being fired. A weapon cannot hold multiple Hone charges at one time. Weapons that become magical after being honed retain their charges.
Cooking/Brewing Your time in the kitchen and lab has produced a nutritious, filling and energizing meal. You can create a number of Packed Meal equal to your proficiency bonus - 1 . Packed Meals expire at the end of the week. Packed Meal – During a short or at the end of a long rest, you may eat your packed lunch. Eating a packed lunch grants you 3d4 temporary HP. Eating a Packed Meal counts towards your daily ration.
Engineer/Mason Your studied knowledge of the machinery and building allows you to tinker with your own contraptions during the week. You create an Improved Hunting Trap (you do not need to supply the poison/acid). Improved Hunting Traps expire at the end of the week. Improved Hunting Trap (25 lbs) - In addition to the effects of a normal hunting trap, this hunting trap contains a small slot for a vial of poison or acid. The creature that fails it’s dexterity saving throw from the trap must either:
       Poison: Make a Constitution saving throw, The DC of which is 10+the engineer’s proficiency bonus or be poisoned for one minute. The creature may repeat the save at the end of each of its turns (starting on their next turn), ending the effect on a success.
      Acid: Take 1d6 acid tamage.
Herbalism/Alchemy Your work has resulted in a small poultice that you can apply to minor wounds. You create a number of Poultice Patches equal to your proficiency bonus.Poultice Patches expire at the end of the week.
      Poultice Patch – As an action, you can apply this poultice to a willing creature who is healed for 1d4+1 HP.
Leatherworking Your skill with leather and skins has been honed through the many hours spent practicing your craft. When you skin or harvest a beast’s hide and/or body parts, you add a bonus equal to your proficiency bonus to the Survival roll made.
Mysticism Your work in the mystic and divine has allowed you to awaken a latent, insightful power. You gain a number of Mystic Eye charges equal to your proficiency bonus. During your turn, you can choose to expend Mystic Eye charges. When you use a Mystic Eye charge, you discover two categories from this list: Damage Vulnerabilities, Damage Resistances, Damage Immunities, Condition Immunities. of a creature within 90 feet of you that you can see.
Scribing Working with tomes of ink and knowledge have given you access to information most will never know. You gain a number of Researcher's Knowledge charges equal to your proficiency bonus +1. You may expend a charge to gain advantage on an Arcana, History, Nature, Religion or any Intelligence check. Additionally, you may spend a charge while in town before an adventure to research a beast or creature to which you have documentation about or physical access to. When studying a creature in this way, you learn an estimation of it’s stamina (HP), defenses (AC), or any special passive abilities (including senses) that it may have.
Woodworking Your industrious artistry and construction has been a great boon during your travels. You create a Makeshift Barricade. Makeshift Barricades expire at the end of a week.
     Makeshift Barricade (5 lbs) - As an action, you may erect Makeshift Barricade. It is a 5 foot box that provides half cover to a creature immediately behind it. If an attack would miss as a result of the half cover, the Makeshift Barricade is hit instead. The Makeshift Barricade has 12 AC and breaks after a cumulative damage equal to the carpenter’s proficiency bonus multiplied by 5. A Makeshift Barricade can be moved after being placed a number of times equal to the carpenter’s proficiency bonus.

Professions Cont

Profession Rolls

You may choose to make a profession roll instead of taking a profession perk that week. A profession roll is: 1d20 + proficiency (if proficient with the tools). This gold gained goes directly in your pocket.

Roll After Modifiers Effect
Nat 1 0 gold
2-10 2d4 x Proficiency Bonus
11-15 3d4 x Proficiency Bonus
16-20 3d6 x Proficiency Bonus
20+ 3d8 x Proficiency Bonus

Profession Examples

Profession Example
Artistry Caricature Portraitist, Dancer, Jeweler, Musician, Painter, Public Orator, Singer, Specialist in 3rd century vases with a focus on those with a bas relief, Sweater knitting
Smithing Axe making, sword making, every other weapon making, armor making, horseshoe hipster, glorious Fareleth steel folded over 1000 times
Cooking/Brewing Gourmet chef, sandwich artist, IPA supremacist, frugal alcoholic
Engineer/Mason House builder, dog house builder, stone mason, Marilyn Manson Mansion Mason
Herbalism/Alchemy Tea making, poison making, poison tea making
Leatherworking Armor making, armor repairing, watch strap making, leather couch upholstering, cobbling
Mysticism Fortune telling, poison tea drinking, convincing others to drink poison tea-ing
Scribing Map making, colouring book designer, essayist, hobby journalism
Woodworking Action figure carving, deck builder, amateur DIY home builder

NPC Crafters

There are NPC crafters in town. They are available to craft objects to your desire, but provided that you have the cash and they have the facilities. Refer to the Construction Document for more details.

With a NPC, you can make a roll with a +4.

Roll after Modifiers Effect
Nat 1 Ouch, your crafting really, really didn’t work as well as you had hoped. Your project costs 50% more than regular
2-10 Your attempt at crafting runs into the problem of underestimating costs. Your item is 15% more expensive than normal.
11-15 Congrats! You are now the new owner of X!
16-20 Not only did you make it, you came in under budget! You get back 15% of the gold cost
20+ Some might even say you’re a master. You spend only 50% of the gold cost necessary.

Construction

Construction

Emperor Farelion Greatheart has tasked the Rellian Trading Company with the exploration, colonization, and development of the newly discovered continent of Fareleth. The RTC in turn, has turned to you brave and foolhardy adventurers to blaze a trail into this new land and make it safe for the fleets of settlers who will follow after you.

West Marches: Halfmoon is a game about exploration, survival, and colonization on the frontier of a dynamic and dangerous world. As players push back the frontier, they will have the opportunity to direct the expansion of civilization by building mighty fortresses, overseeing an expanding network of roads, securing natural resources, and founding new towns.

There are six types of buildings in West Marches: Halfmoon. These building types fall into three basic groups: military, non-military, and town structures. Town structures, must be built inside an existing settlement, and there can be no more than one of each kind in a single settlement unless otherwise noted. All other structures must be built within one week’s travel (at a normal pace) from a settlement. In addition, settlements can only be built where it is safe to do so. Locations are made safe by adventurers eliminating major threats and by having a sufficiently well equipped garrison protecting it.

Military Structures

Military structures mostly deal with taming the wilds and keeping the area around Halfmoon safe.

Garrisons

Establishing a permanent military presence is an essential step in securing Fareleth for settlement and growth.

Garrisons mostly eliminate dangerous encounters whose total adjusted XP value is below the Garrison’s XP Threshold almost everywhere within the Garrison’s Protected Area. Garrisons will not send patrols into dangerous locations, nor will they patrol beyond areas that have been mapped by players. Garrisons are not a replacement for adventuring, they secure territory that adventurers have already cleared of major threats.

Settlements and Resource Sites can only be built where it is safe to do so. Locations are made safe by adventurers clearing the desired build site of nearby major threats and by having a sufficiently well equipped garrison protecting it. When garrisons are built or upgraded, the DMs will update the player map to show where - if anywhere - is safe. Each Garrison building is upgraded from the one before it, except for Outposts which can be built anywhere within one week of normal travel from an existing Settlement.

Garrison Building Cost to Build Protected Area* XP Threshold
Outpost 1000gp 8 hours 2000
Fort 2000gp 16 hours 5,500
Keep 3000gp 24 hours 8,500
Castle 4000gp 32 hours 12,000
Fortress 5000gp 40 hours 18,000
Citadel 6000gp 48 hours 25,500

 

Protected Area
  • The Protected Area is given in how many hours of travel at a normal pace a patrol will venture out from the Garrison. Larger Garrisons = larger, wider ranging patrols.

The Protected Area of a Garrison is affected by terrain in the same way as normal travel. The table below illustrates how terrain impacts the distances covered by different Garrisons. The area protected by a Garrison will be calculated per mile of each kind of terrain.

Garrison Building Simple Terrain (3mi/hr) Minor Difficulty (2.25 mi/hr) Moderate Difficulty (1.5 mi/hr) Major Difficulty (.75 mi/hr)
Outpost 24 miles 18 miles 12 miles 6 miles
Fort 48 miles 36 miles 24 miles 12 miles
Keep 72 miles 54 miles 36 miles 18 miles
Castle 96 miles 72 miles 48 miles 24 miles
Fortress 120 miles 90 miles 60 miles 30 miles
Citadel 144 miles 108 miles 72 miles 36 miles

Roads

Roads are what bind disconnected people into a civilization. Their construction and development are an important part of extending the reach of both the Empire and the Rellian Trading Company while also making it far faster and safer to travel throughout Fareleth.

When any structure is completed, if there is a continuous path that is within the protected area of existing military structures that connects it to existing roads or to Halfmoon, road construction will begin along the fastest such path automatically. Road construction happens at a rate of 10% of the travel pace through that terrain

Level Road Type Terrain Reduction
1 Dirt Road 1 level
2 Cobblestones 2 levels
3 Graded 3 levels

Construction Cont.

Any completed road segments that are part of the fastest route connecting two settlements that are both at least one level higher than the level of the roadway will automatically begin upgrading beginning with the road segment closest to Halfmoon and proceeding outward. A roadway will not automatically upgrade to a higher level than either of the settlements it connects. In addition, players may pay 50gp/mile adjusted for the difficulty of the terrain to build or upgrade a road along any route that is entirely within the protective area of existing military structures. This construction happens at the usual pace of 10% of travel speed.

Players can pay 50gp/mile adjusted for the difficulty of the terrain to double the rate of construction of any road to 20% of the travel pace through that terrain.

Non-Military Structures

Settlements

    A connected network of settlements are the foundation of civilization. The growth of settlements is one of the primary indicators of our success in our efforts to push back the frontier and carve out a piece of this continent for the Empire.

All adventures must begin and end in a settlement that has a continuous safe roadway to Halfmoon. Once such a roadway exists, that settlement can be included in out of game RP on the Discord server.

All construction projects must occur within one week’s travel at a normal pace (3 miles per hour base speed, modified by terrain) from the nearest settlement. This is in addition to any other requirements for that project.

Settlements can only be built on an existing completed road segment and only if that location is safe. Founding a new settlement costs 10,000gp.

As the surrounding territory becomes safer for civilians, settlements will grow on their own. This growth may have a variety of effects. In addition, there are some buildings that you may want to build in more than one settlement because of the effect they have on construction and garrisons within the construction radius of that settlement. The bonuses conferred by buildings in this way are cumulative.

Infrastructure

   The development of infrastructure supports the growth of new settlements, larger military forces, and other improvements.

Infrastructure is a catch-all that describes everything from iron mines and sawmills to aqueducts and large bridges. Their costs and effects can vary, but generally they facilitate the growth of the Empire and its Trading Company. This is often represented by a weekly GP value added to the construction fund. How those additional funds are spent is at the discretion of the Rellian Trading Company.

Resource Sites

Throughout Fareleth, there are locations that are particularly rich or well suited for resource extraction. These sites can be developed to add a passive income stream to the Empire’s construction fund which allow building and upgrading settlements and military structures. Some resource sites may provide additional benefits that will be described by the DMs when they are discovered. Resource sites are predetermined by the DM team. When you find such a location, you will be told of it.

Maritime Infrastructure

  Docks and lighthouses can be added onto any structure immediately adjacent to a waterway.

Docks can be added to any structure on a waterway. All Docks connected by a continuous waterway are treated as connected as if by a road that allows travel along the waterway at a normal pace over simple terrain (3 mi/hr). Docks cost 2,000gp to build.

Lighthouses can be added to any structure on a waterway. Anyone piloting a waterborne vehicle within 24 miles of the lighthouse has advantage on skill checks relating to navigation and piloting that vehicle. Lighthouses cost 500gp to build.

Town Structures

Public Buildings

These buildings are the anchors of a community, and while they are not truly publicly owned, the entire community derives benefit from their presence. All 0gp buildings are included in the cost of a Settlement (and Halfmoon starts with them as well). You cannot have more than one of any Public Building. Most buildings have a number of available upgrades that may be built in any order. A single building cannot have more than one upgrade purchased for it in a single real-time week.

Town Structures





Blacksmith’s Workshop

Cost Upgrade Effect
0gp All weapon types, chain shirt, scale mail, ring mail & chain mail. Shields
1500 Silvering of weapons & metal barding.
3000 All stock (metal) armor.
5000 Increases the XP threshold of Garrisons within this settlement’s construction radius by an amount shown on the table below.*
5000 Craft available metal weapons and armor from exotic materials.


XP Thresold bonus from Smithy Upgrade

(*These Bonuses are not cumulative)

Garrison Tier XP Threshold Bonus
Outpost +250
Fort +750
Keep +1000
Castle +1000
Fortress +2000


Tannery & Furrier

Cost (gp) Upgrade Effect
0 Padded, Leather, Hide, & Spiked Armor.
100 Studded leather armor & barding.
2000 +10% to the selling price of usable harvested animal parts within this settlement’s construction radius.
4000 Craft available leather armor from exotic hides.


House of a Thousand Gods

Cost (gp) Upgrade Effect
0 Holy Water for 25gp.
500 One use Dinine Inspiration* for 25gp. Allows for the learning of Basic languages for 250gp/language (1 week).Makes learning Exotic languages 50gp cheaper.
1000 Allows for the learning of Exotic languages for 250gp/language (1 week). Makes learning Basic languages 50gp cheaper.
5000 Remove Curse and Lesser Restoration available in town for 100gp. Reduces the cost of learning any language by 50gp.

*Divine Inspiration: On your turn you may choose to apply a single-use 1d4 bonus to an attack roll or save after seeing the reslt of the roll. This effect does not stack with Bless. A character can not possess more than one Divine Inspiratioon at a time

Town Structures Cont





Stonemason’s Guild

Cost (gp) Upgrade Effect
0 Roads and Outposts within this settlement’s construction radius.
500 Forts & Keeps within this settlement’s construction radius.
1000 Castle & Fortress within this settlement’s construction radius.
5000 Citadel + Roads are built at 15% travel speed instead of 10% within this settlement’s construction radius.


Shipwright’s Workshop

Cost (gp) Upgrade Effect (capacities in crew/passengers/tons of cargo)
0 No boat travel allowed.
500 Ferry travel to the island opposite Halfmoon + crafting rowboat (1/3/0).
1000 Construction of keelboat (1/6/0.5).
5000 Construction of sailing ship (20/20/100).
7500 Construction of longship (40/150/10) + Galley (80/0/150).


Apothecary

Cost (gp) Upgrade Effect
0 Acid + Alchemist Fire + Basic Poison.
1000 Potion of Healing + Oil of Slipperiness + Malice.
2000 Potion of Waterbreathing + Potion of Climbing + Assassin’s Blood.
5000 Potion of Resistance + Oil of Taggit + Pale Tincture.
7500 Potion of Greater Healing + Truth Serum + Midnight Tears.

Various Buildings

Name Cost (gp) Descripton
Home 750 + 375/Room Well-rested: Gives the residents of this house 1d4 temp hit points at the start of an adventure. Allows two people to live in one house. Each extra room costs 375gp.
Shop 1000 Get added to #shops-and-stores channel description.
Stables 3000 Allows the purchase of (basic) mounts in town.
Stables Upgrade 2000 Grants Garrisons an extra 25% additional protected area. Allows the stabling of exotic mounts. Requires a stables.

Guilds

Guilds

In order for a guild to be official, they must purchase what is known as a Guild Charter. Guild Charters are a one time purchase of 150gp that allows your guild to be recognized in an official capacity. This will grant you a color on the sidebar for the members of that a guild. In order to maintain a guild charter, the guild must have a minimum of 5 characters but no more than 8 characters. A Guildhall expands this limit.









Guildhalls cost 5000gp. The guild can now have a number of members equal to the number of bedrooms the hall contains. They give the guild its own chat channel on the server. The guild hall comes with 8 bedrooms, and an add on building only resident guild members have access to (options listed below). Additional rooms can be built at 375gp per room.

  • You may only select and use one building from the addons.
  • Players may only be a part of one guild at any time.
  • A character can not join another guild for 2 IRL weeks after leaving a guild.
Guild add ons
Name Description
War Room A room lined with rune inscribed lead. The room cannot be spied upon by magical means.
Danger Room A room filled with automatically resetting traps. Guild members start each adventure with Combat Inspiration that can be spent before making a Strength, Dexterity, or Constitution saving throw to gain advantage on that roll. Combat Inspiration does not stack with DM Inspiration.
Arcanum A room where copies of each member’s spellbook can be safeguarded. The Arcanum provides and stores a spare spellbook for each member. Members can copy spells from those stored here. Any spell copied from these books is as if it was in your own notation.
Garden A well tended greenspace where plants, fruits and vegetables grow. From hours spent working the Garden, guild members have advantage on Foraging and Nature checks to spot and harvest useful plants and herbs.
Shrine Regular prayer and devotional duties confer a special blessing from the Gods. Guild members start each adventure with Divine Inspiration that can be spent to reroll all dice that would cause a creature to gain hit points from one item, spell, or ability, and use either result.
Theater A stage with good acoustics and seating for many people. Guild members start each adventure with Force of Personality that can be spent before making any roll to add their Charisma modifier to that total.
Meditation Chamber A serene hall for silent contemplation. Guild members start each adventure with a Serenity Inspiration that can be spent before making an Intelligence, Wisdom, or Charisma saving throw to gain advantage on that roll.

Credits

To make finding each of the source artists easily, I'll list all the art on each page here. I highly recommend checking them out. They are all super talented individuals..

Page one

Cover art by Jonathon Powell. Their Artstation can be found here: https://www.artstation.com/jonathanpowell

Page Three

The Caravel picture is made by a user known as Skvor on Deviantart, Check them out! https://skvor.deviantart.com/gallery/

Page Four

I tried very hard to find the art on this page. Unfortunately the oldest one I found was 6 years old, and was not the source. If anyone finds it, let me know!

Page Five

The Art at the top of the page is made by an artist known as AnotherWanderer. Here is their deviant art. https://anotherwanderer.deviantart.com/

Page Six

The Forest image on this page is made by an artist by the name Alec Thomas! https://www.artstation.com/alecthomas

Page Eight

The Background is made by an artist of the Fabrice Ascione. I only found their art here: http://fabriceascione.blogspot.de/2011/08/wakfu.html

The man in the foreground is the work of Jason Nguyen! Artation here: https://www.artstation.com/jasonn

Page Nine

Also Jason Nguyen: https://www.artstation.com/jasonn

Page Ten

This is made by the previous artist, Fabrice Ascione. http://fabriceascione.blogspot.de/2011/08/wakfu.html

Page Eleven

Jason Nguyen again! https://www.artstation.com/jasonn

Page Twelve

The top art is by artist IvanLaliashvili found here: https://ivanlaliashvili.deviantart.com/

The bottom art is by Sergey Lesiuk, found here: https://sergey-lesiuk.deviantart.com/gallery/

Page Thirteen

The art on this page is made by Cyril Van Der Haegen! They have a deviantart https://tegehel.deviantart.com/ here!



Page Fifteen

The art in the bottom right corner is made by an artist named Stéphane Baton! You can find their artstation here! https://www.artstation.com/papymeka

Page Sixteen-Eighteen

All art on these pages are from an artist by the name Elliot Upton! Found here: https://www.artstation.com/elliotupton






























End

Hey everyone. It's spoons here, I want to use this chance to just address all of our playerbase and extend a thank you to you all for waiting for me to compile all of this stuff together for you all.

That being said, Going to call out the DM team for being awesome helping me through each step and writing the majority of the book you see here. Each and every single one of them helped me compile all of this through countless rewrites. What was supposed to be a side project for quality of life, quickly started consuming massive amounts of time and without their help, I doubt we would have been able to release this at all. So thank you all on the DM Team.

Of course, Thanks to you as players are we even to make such a thing. Thanks for staying with us and deciding to come with us on this crazy adventure to start a new campaign. I'm happy to play beside any of you. Stay awesome everyone.