Age of Swords - West Marches Campaign One-Shots

Age of Swords - West Marches Campaign One-Shots

Chart the unknown, recover ancient knowledge, and survive the wild frontiers. Ongoing series of One-shots in an evolving campaign.

TYPE

One-Shot

LEVELS

1

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
Request to join
Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
2 NEEDED TO START
$12.00

/ Session

Details

Once / Thursday - 1:30 AM UTC

Mar 26

Session Duration / 3–4 hours

1 / 5 Seats Filled

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This game will begin once 3 players have joined

Meet your party members

1/5

About the adventure

You are a member of the Questors Society, part of a grand expedition venturing out from the heavily fortified frontier town of Vanguard's Reach. Your mission is vital: secure resources, map the terrifying unknown territories, and recover ancient, lost knowledge from the perilous wilds. Danger scales with every step, pushing you from goblin-infested lowlands to the treacherous, monolithic ruins of the forgotten epoch. The secrets of the world are out there, waiting for the boldest of adventurers to claim them. To manage a drop-in, multi-player roster smoothly, the campaign operates on a few strict logistical rules: The Safe Haven (Vanguard's Reach): This heavily fortified frontier town sits on the edge of the known map. It is the central hub where every adventure begins and ends. There is no adventure or combat inside the town. It is strictly for buying gear, leveling up, sharing information, and forming parties. Player-Driven Scheduling: The DM does not set the schedule or the quest. Players communicate among themselves on the Discord, form a party of 3-5, and pitch a session date to the DM. The Shared Map: The DM holds the master hex map, but players are responsible for updating a shared "Guild Map." If one group discovers a troll cave, they must mark it so the next group knows to avoid or hunt it. Multiple Characters: Players are encouraged to maintain a roster of 2-3 characters to allow for easy swapping if a character is mid-adventure, recovering, or if a specific party composition is needed. This campaign utilizes the Dungeons and Dragons 5e system and is built as a highly flexible, drop-in, drop-out West Marches experience. This episodic structure, combined with the encouragement for multi-character rosters, means your player can seamlessly swap between characters for easy party composition and scheduling. Simply form a group of 3-5 players, decide on your objective, and prepare for the next open session. Replayability is key. Each zone has a number of planned encounters, but The DM uses heavy random generation for encounters, loot, and discoveries, ensuring that no two expeditions into the wilderness are ever the same. The land is truly untamed, and your actions, or failures, will permanently mark the shared Guild Map, affecting every party that follows. Be smart, be prepared, and be ready to die heroically, because in Aeranos, the only constant is the unpredictable frontier.

Game style

Hexcrawl / Exploration

West Marches

Game themes

Meet the Game Master
Artist
Game Designer

Less than a year on StartPlaying

2 games hosted

Highly rated for: Inclusive, World Builder, Storytelling

Average response time: 2 hours

Response rate: 100%

About me

I'll start by saying: I've been gaming a long time and I absolutely love the process of telling a story together. Sometimes silly, sometimes emotional, my games run the gamut. I hope to get the chance to show you. Now the deets: I’ve spent years behind the GM screen, crafting narratives that blend deep strategy with immersive storytelling. My passion lies in complex world-building—specifically, my long-running homebrew setting, Aeranos, where Celtic fantasy meets steampunk aesthetics. I bring a designer's eye to my tables, hand-crafting maps and writing original fiction to deepen the lore. While I have extensive experience with D&D 5e (and a multitude of systems throughout the years), I’m currently enjoying a deep dive into the mechanics of the DC20 system. I’m here to connect with others who appreciate the art of the campaign, from high-level architecture to the nitty-gritty of rule systems, but I like to use the mechanics to set the stage, then get out of the way to let the drama unfold. That's not to say we don't like to joke and laugh around the table, virtual or otherwise. It's more to point out that I love a good tale, and want to play with like-minded gamers.

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Character creation

Creating your character

You control one character per expedition, but you can have as many more as you like, waiting in the wings. Use the standard point buy from the main book. Other types, upon DM approval.

What to expect

Preparing for the session

We will be using Discord and Foundry. Go to the Discord Forum and gather a crew, decide on your goal, then DM me your party request. I'll invite you to the actual game here. https://discord.gg/dUS6T74W

What Kevin Dawson brings to the table

Some voices, ambient music, both battlemaps, and Theater of the Mind. We can keep it light or get into the roleplay. The main thing to remember is that absolutely all rolls are open and final. You will know the monster's AC and condition, and you WILL have to flee on occasion. The Zones are your only guide to difficulty, and the zone borders are fluid.

Homebrew rules

Yes, drinking a potion is a bonus action.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Kevin Dawson creates a safe table

I can sometimes get overly descriptive of the violence, but hardly ever gross with it. That said, I know tastes differ, so let me know if there are any particular subjects or types of content you don't want in the game.

Content warnings

Safety tools used

Frequently asked questions