From mercenary contracts to expeditions into lost ruins, the wild frontiers of the Icereach States provide countless opportunities for the enterprising explorer – such as yourself – to put themselves in danger for the promise of treasure. How will you make a name for yourself? Will you become a respected sellsword, or famed explorer? A champion and vassal of some ruler, or an infamous brigand? Will you find riches and glory, or will you perish unknown in a nameless cave?
Getting Started
The Icereach Delvers is a West Marches 5e campaign. This means there is no regular group. Instead, a pool of players can arrange to play whenever enough of them are free. Parties may change from session to session, and there are no strict constraints about when we play.
To make this work, I have made some rules adjustments that are detailed on these pages. Please follow the instructions to create a character – they cover everything you need to know ahead of time. Aside from the armoury, you don’t need to look at the gear section – I’ll explain it when it becomes relevant. Once you have a character, head to the map and look for an adventure.
What to Expect
I will advertise a pool of available adventures here. If you would like to play, organise a time and group, and pick an adventure. Ideally, give me at least 48 hours notice so I can do any extra prep I need to.
All adventures are designed for 4 players. Smaller parties are welcome to attempt them, and will recover more treasure is successful, but will face more risk. I’m generally happy to run games for 3-4 players online, or up to 5 in person (legislation permitting). I’ve also run games with more or fewer players, but reserve the right to veto such cases.
Types of Adventure
All adventures have a type indicating the activity involved.
- Assaults are about driving off or killing an enemy force occupying a particular location. Expect a combat-heavy adventure against an entrenched humanoid faction.
- Hunts are about stalking and killing monsters. Unlike other adventures, the content of a hunt depends on what the PCs plan. A hunt is presented as a problem with no clear solution. Once someone suggests a reasonable course of action, I will turn it into an adventure you can attempt.
- Delves are expeditions into ancient ruins. Expect traps, monsters, and ancient lore. Delves are normally free of humanoid factions.
- Escorts are mercenary work ensuring a journey is successful. They return less treasure, but are free of random encounters and unlock new areas to explore.
- Exploration involves some kind of engagement in the local area, and increases the visible distance around a town or settlement.
- Crimes are illegal operations that emphases stealth, but risk the wrath of the authorities.
- Festivals are primarily non-combat adventures with a focus on social interactions, contests, and intrigue.
- Crucibles are ancient dwarven ruins filled with traps and puzzles and protected by mechanical guardians.
In addition, an adventure may be threatening the surrounding area, increasing the chances of a wilderness encounter.
Adventure Difficulty
All adventures have a difficulty rank indicating the level range they are intended for. The difficulty ranks are:
- Amateur: Levels 3-5
- Adventurer: Levels 6-8
- Veteran: Levels 9-11
A PC may not partake in an adventure of a lower difficulty than their rank.
Once a player’s character reaches a new rank, the player may create an additional character of lower rank. Additionally, should their PC perish or retire, they may create a new PC of the minimum level for that rank.
Session Format
I will aim for each session to include 3 hours of content. They will have the following structure:
- Town
- Travel
- Adventure
All sessions start with the party gathering in town to resupply.
While in town, PCs may buy new equipment or replenish commodities. In addition, they may pay 1 treasure to cover living expenses and take a long rest. This is the only way to take a long rest, even between adventures. When taking a long rest, PCs recover all spent hit die and remove all points of exhaustion.
On completing their business in town, the party must travel to the location of their adventure, and make a survival check to avoid a wilderness encounter.
On arriving at the adventure site, the party can get down to regular adventuring business.
Each adventure should be completed within one session. Failing to complete an adventure may allow new threats to wander in, or cause the adventure to dissipate without a further opportunity to gain the available loot or xp.