Open-Table Campaign Management

Codex Cryptica for West Marches Campaigns

One world, one hex map, one set of consequences — however many players turn up, and whenever they do.

Why campaigns get complicated

In a West Marches game you are the only person who has seen the whole map. Six players went out in March and named a ruin; four different players go back in September and need to know what the first group found, who they annoyed, and which road is now watched. The world keeps moving between expeditions, and none of it is written down anywhere the next party can use.

Why Codex Cryptica?

One World, a Rotating Roster

Keep every character in the pool, alive or dead, attached to the places they went and the people they dealt with — so a party that has never played together still inherits the same world.

A Rumour Board That Points Somewhere

Hold leads next to what they actually lead to. When players pick where to go this week, you can see at a glance which rumours are still live, who spread them, and which ones have already been chased.

The Hex Map Fills In as They Explore

Explored hexes, routes and the sites inside them build up as expeditions come back. What has been found, what was only glimpsed, and what is still blank stays visible without rebuilding the map each session.

Consequences Outlive the Expedition

A burnt bridge, an unpaid toll or a woken thing stays attached to the place and the faction it belongs to, so it turns up for the next group rather than in a session log nobody rereads.

One Expedition, and What It Leaves Behind

Everything the next party inherits from a single trip out: where they started, who went, what they were chasing, how far they got, and what they now owe.

Expedition Record
The Third Ashfall Expedition
Expedition
Category Expedition
Vault Mode Local-first
Interactive Web Node
Inspect Node

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