Ferric was a shop owner in Kowal. His shop specialized in buying rare and strange objects. He had received warning from the Wanderer’s that his shop was targeted by the Red Guard. Fleeing in the middle of the night, he escaped the Elmhearth.
He has now opened up a shop, called the Supply Tent, which is just that, a tent that deals in the supplies and items of the Elmhearth refugee camp.
Male Feral Elfling: Pale-skinned with a shock of black hair, Finnian has an otherworldly, haunted look. He rarely speaks, instead observing others with a calculating gaze. Skilled at hiding and quick to adapt, Finnian avoids conflict but holds a simmering resentment against the guards.
Gerey Soray is an ex-guardsman from Kowal. He left the city to be free of the Uthgard influence on the city. He leads up the guards for Elmhearth now.
Gerey is an old, skinny, grizzled man, his thinning grey hair is kept short. He has a neatly trimmed beard, and his chainmail is always thoroughly oiled. His large bastard sword across his back is adorned with his family crest, three acorns.
Gylas is not part of the Wanderers, but he is fiercely loyal to them. He is a Losvari elf, who found himself back in the lands of Atheles at the young age of eight. He was captured by the Red Guard and was long interrogated and imprisoned. When he was found to have no useful information, he was sent to the iron mines. There he showed an aptitude for chemistry, helping formulate and build black rock explosives that allowed the mines to dig deeper than ever. When the Red Guard was destroyed in 5706, he escaped and found his way to the Elmhearth. Helfen welcomed him to the community. His alchemical creations helped the village mine stone more quickly, and he built the Cauldron. It serves as both a shop for any villagers in need, but also as the source for any alchemical needs the Wanderers need.
Helfen
Race: Human Age 51
Class: Fighter 4
Challenge Rating: 3
Size: Medium
Initiative: +1
Defense
Hit Points: 38
Armor Class: 17, touch 11, flat-footed 16
Saves: Fort +7 Ref +5 Will +2
Weakness: Hurt ankle (slower movement, can not travel over long distances)
Offense
Speed: 25
Base Attack: +4
Melee: Mace +6 (1d6+2)
Ranged: —
Special Attacks:
Mana: —
Statistics
Abilities: STR 14, DEX 12, CON 15, INT 13, WIS 11, CHA 10
Skills: Acrobatics +2, Athletics +4, Awareness +4, Endurance +5, Knowledge +3, Persuasion +3, Spellcraft –, Survival +1, Thievery +2
Talents: Investigator
Special Qualities: —
Equipment:
Background
Helfen traveled as a caravan guard before he joined the Wanderers. He was not a thrill-seeker and worked mainly as a guard for Wanderer tasks. As soon as a way arose for him to get off the road, he jumped at the position. During the rebuilding of Elmhearth, he fell from the second story and severely damaged his ankle.
Iaross is a Uthgardian woman who joined the Wanderers just four years ago. She had been a mage in the Ministry who was shipped off to fight in the recent Giant Wars. She was crippled by a boulder which crushed her legs and her spine. She was able to heal herself enough to stave off death, but her spine did not heal correctly, leaving her unable to walk.
She lives with Gylas, her library taking up about as much as his alchemy tables in the Cauldron shop in Elmhearth. She is always excited to help those who are out adventuring, lending her extensive knowledge and tomes to those who seek her help.
The inn is tall for a two-story building. Its stone walls have aged from the weather. The two large metal doors open easily into a large common room. A quick look around shows an assortment of people, and all the tables and chairs are taken, save for a round table in the corner, near the hearth.
Innkeeper Baralt (Commoner 1): Owner of the tavern. He is pudgy and a big beard hangs below a smile that splits his face.
Menu:
Eggs, Jerky, and Potatoes (5 cp)
Stewed Grouse and Turnip, Tankard of Mead (12 cp)
Millet Porridge, Mug of Ale (2 cp)
Stewed Sausage and Watercress, Tankard of Beer (12 cp)
Salted Crayfish and Barley Bread, Tankard of Ale (11 cp)
Pickled Mutton and Dried Lettuce, Tankard of Cider (7 cp)
Here are some rules for the Sagaborn West Marches Campaigns.
The Goal
Survey the land to find the best route for a road to go through the Swordspyne Mountains.
Downtime
At the start of a game session, a Westbounder may report that they have done two of the following: worked on a Skill, worked on a Characteristic, learn new spells, craft, reduce horror, or roll on the Downtime Chart. You must choose two different tasks, though you can try to level two different skills.
Downtime Chart
D10
Activity
1
Carousing: you spent the week in merriment, visiting taverns and gambling halls, and lost gold equal to your level x 10 gp
2-4
You spent the week training and gained an extra Saga Point at the start of your next adventure.
5-7
Side job: gain 1d6 gp
8-9
Side job: gain 2d4 gp
10
Side job: gain 2d6 gp
Work on a Skill
You can level any skill under 61 during downtime. You can attempt to level it by rolling as you do at the end of a game session and a success will grant 2 points; or you may take an automatic +1 to any skill under 61 or a +2 to any skill under 35.
Work on a Characteristic
An adventurer may name a characteristic that they have been training. It can be STR, CON, DEX, INT, ACU, or SOC. Leveling up a characteristic takes a certain number of downtime sessions based on the number. Below is a chart of how many sessions it takes to level a Characteristic up to the next level.
Sessions
Characteristic
3
3-9
4
10-13
6
14-16
8
17-18
10
19
Spells
If an adventurer has a scroll, spellbook, a teacher, or other ancient text with spells inside, a mage can use the downtime to learn the spell. They may also scribe the spell if they have learned a spell through spell sight. Iaross at the Cauldron in Elmhearth is also a source for new spells. A luminar must have a successful Research check and spend 100 gp to scribe the spell in their spellbook.
Craft
You can use a craft skill to make 150 gp worth of crafted goods for 50% of the retail cost. You need a crafting room or kit, and a successful Crafting skill check to be successful.
Forage
Your character can spend the downtime gathering crafting materials. A skill check is needed, and if successful, you gather materials worth 75 gp.
Reduce Horror
For each Downtime action you spend recovering Horror, subtract 1d6+1 Horror.
Session Start
Travel to the Storehouse and make purchases, refill food, water, and ammo.
Decide on Downtime activity.
Choose a direction and explore.
Travel and Survival
Watches
There are 3 watches per day, each lasting 8 hours. The standard day includes 1 watch for travel, 1 watch for downtime, and 1 watch for rest. Traveling more than 1 watch can lead to fatigue.
Activities
Activities that can be done during a watch.
Travel
Navigate
Keep watch
Survey
Forage
Hunt
Cook or other craft
Tend to wounds
Rest
Travel
You can travel up to your standard day travel in 8 hours (1 watch) over non-difficult overland terrain. If you travel more than one Watch a day, you become fatigued.
Navigate
You can navigate, finding the best route towards your goal. Unlike most other activities, Navigation can be done during Travel with no penalty. The main skill is Navigate, but other adventurers can use their Navigation to help with this skill roll. For every completed survey of a hex, modify the Navigation rating by 10% (so if there are four previous surveys in that hex, you modify your skill rating by adding 40%). Failure: If you fail to navigate the hex, you are stuck in that hex and must spend another watch trying to leave. If all Navigation checks fail during a single watch, if another attempted is tried on the following watch, the skill check is considered Easy.
Keep Watch
You can be alert for threats and watch over the group’s safety. You can do this during Travel with no penalty. Also, if you keep watch during a rest shift, but it must be no longer than 4 hours, and if it is interrupted by an event, the character Keeping Watch is not considered to have Rested.
Survey
You can survey a hex by marking trees, laying down pathways, creating a map, and exploring the hex for any features. A hex becomes Safe when it has been successfully surveyed 6 times and a completed expedition report submitted. A single adventurer can use any pertinent skill that the SG approves to survey. Surveying can be done while traveling.
Forage
You can forage for food. With a successful Survival check, you find food and water enough for 2 people for a day (2x rations, 2x water). A critical or special gets double that amount. You can Forage while traveling, but it becomes difficult.
Hunt
You can hunt for food. A successful Survival check provides enough food for four people for a day (4x rations). A critical or special gets double that amount. However, you can not hunt while traveling.
Craft
Anyone with mobile crafting or repair stations can craft during a watch. Crafting can not be done during travel unless you are in a vehicle and not participating in its operation.
Tend to wounds
You can use your First Aid to help any injured person. Attempting to do this during travel becomes difficult.
Rest
You can rest to regain health and mana. It can not be done during travel unless you are in a vehicle and are taking no part in its operation. A character must rest for 8 hours or they become fatigued.
Standard Day of Travel
Start of the Day:
One player rolls 2d6 for weather.
Players use food and water rations.
There are three watches. Each watch uses this timeframe:
SG gives a synopsis of what the hex looks like as you enter.
Declaration of adventurer activity.
Activities are rolled for. Each failure adds 5 to the SG Random Encounters Table, and subtracts 5 from the hex features roll.
SG rolls for Hex features if traveling.
SG rolls for random encounters.
Resolve features and encounters.
Safe Hexes
If a Hex is marked as Safe, it means that the Road crew has built the road and that there are guards who patrol the hex, meaning you no longer have random encounters or need to navigate the hex.
Safe = Explored with Guarded Road.
Guarded = An Explored Hex that has a road connected to Elmhearth. A new stronghold must be along the road every 4 hexs (4 days travel) away from Elmhearth.
Road = Explored Hex and Elmhearth
Explored = 6 Successful Surveys
To mark a Hex as safe, it must be fully explored, and then Elmhearth must begin to build a road. To fully explore a hex, it must have been successfully surveyed 6 times.
The Map
Each labeled “mini” hex is 16 miles across, meaning a group can travel across it in 1 day as long as terrain and weather permit (standard travel in a day is 16 miles).
Leveling
A hero gains a Talent point after every 3 play sessions.
Guild Pay
Adventurers are given gold per successful survey in a hex. They gain a bonus of when the hex becomes fully surveyed.
Hex Range
Survey Bonus
Completion Bonus
4000
10 gp
20 gp
3000
20 gp
60 gp
2000
30 gp
120 gp
1000
40 gp
200 gp
0
50 gp
240 gp
Strongholds
For a hero to gain the bonuses from a stronghold they must have 2 things. One, they must have a personal bedroom in the stronghold (meaning they must build one and maintain it), and two, the adventure must start from the closest stronghold, and that is the stronghold from which they gain bonuses.
Other Stronghold Rules:
During downtime, a hero can travel to any stronghold to do work.
A stronghold must have one road going to it to be part of the Road West network.
Strongholds have events. These can add to the cost of upkeep and guarding a stronghold.
Stronghold Downtime Events (1d100)
Roll (1d100)
Event
1
Great crafting – all crafting is doubled
2-4
New settlers – New people move into town.
4-10
A merchant looking to buy – All items sold this session at 75% retail.
11-65
Nothing Happens – A quiet and uneventful downtime.
66–70
Attack in the Night – Raiders or beasts threaten the stronghold.
71–75
Supplies Rotten – Provisions spoil, reducing food stores. Cost Stronghold level x 10 gp
76–80
Runaway Livestock – Animals escape, causing losses. Cost Stronghold level x 10 gp
81–85
Drought – Wells run dry, creating a water shortage. Cost Stronghold level x 25 gp
86–90
Infestation – Pests invade, threatening food supplies. Cost Stronghold level x 20 gp
91–93
Unexpected Visitor – A stranger arrives with urgent news or needs.
94–96
Worker Dispute – Laborers refuse to work due to grievances. Triple pay for a month resolves the issue, or successful Persuasion for double the pay instead.
97-98
Acid Rain Storm – A supernaturally strong acid rain storm destroys part of the roof. Cost Stronghold level x 40 gp
99
Collapsed Wall – A section of the wall needs immediate repair. Cost Stronghold level x 75 gp
100
Fire – A blaze disrupts operations. Cost Stronghold level x 100 gp
Stronghold Defense Chart
For each guard stationed at your stronghold subtract from your roll (green -1, average -2, trained -3, and expert -5). Anything below a 1 counts as a Strategic Defense. For a fumble (100), your defenses are always breached, and follow the table below.
1
Impactful Victory – Your stronghold rallies and thwarts the opposition so readily they are forced to pay fines, or willingly join the stronghold. The StoryGuide should use a roll on the treasure table to see what resources are gained.
2-10
Strategic Defense – Your stronghold defeats the attackers and salvages 100 gp worth of equipment off of them.
11-55
Defended – Your guards and citizens defeat the raiders with minimal
56-94
Onslaught – Your stronghold was partially defended, you lose 1 important item from the Stronghold, or it takes its level x 50gp worth of damage.
75-85
Costly Defense – Your guards are badly wounded, but survive. Your stronghold takes its level x 100 gp worth of damage.
86-96
Catastrophic Defeat – You lose half your guards and your stronghold takes its level x 300 gp worth of damage.
97-99
Hostile Occupation – You lose control of your Stronghold and must retake it.
100
Defenses Breached – Roll 1d100 again. For 1-60, you suffer a Catastrophic Defeat; for 61-100, you suffer a Hostile Takeover.
What is this style of Play?
The SagaBorn living campaign is a bit different then your normal TTRPG campaign. This is based on a West Marches style game (see more from Matt Colville https://youtu.be/oGAC-gBoX9k). We want to have many players, like 20-30. Players, when they want to adventure, form a group, picking from any of the other players to form a 3-6 person group. They then decide where they want to venture, or what quest they want to fulfill off the Task Board. The group then petitions one of the GMs (Mike in the first couple of months) to make an adventure and they all schedule a time.
Rule One:
You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn’t appeal to you – you are driven to leave behind the safety of civilization and explore the wilds to make your name. Regardless of what drives you, you are driven. You choose where to go and what to do. There will be a handful of obvious choices, but you don’t by any means need to take them. The adventure is in your hands.
Other “rules”:
Players can suggest or join sessions on an at-will basis. There is no assumed set party – characters can adventure in many different groups.
Each session is presumed to be self-contained. Players venture into the wild, find or are found by adventure, and return home each session.
New characters start at level 1. Characters keep whatever gold and XP they earn from session to session, and characters may (until further notice) group with other characters of any level.
Every character starts each session in Kowal. If characters have not returned home by the end of the session, they automatically return after play has ended.
Exceptions from this rule can be made to accommodate longer adventures spanning over multiple sessions.
The players decide where to go and what to do in advance.
There is a shared world map, that’s potentially unreliable.
Lisabeth is an independent and inquisitive young woman who is trying to learn about the world and herself.
Marrik Stonesplitter
Level 1 Rogue
Discord: Lionheart the 1st
I am a grizzled and scarred Half Dwarf, with shoulder length black hair and a beard halfway down my chest. My blue eyes peer out from under thick black eyebrows. My nose has been broken multiple times, and there is a white streak through my beard where a scar runs from the edge of my mouth down to my neck.
I appear to be what a human would consider middle aged, and am 5’5″ in height. A keen observer would notice that I walk much lighter on my feet than any of my full-blooded Dwarven brethren. I wear cobbled together hide armor/clothes, and carry a pickaxe across my back.
My gruff/grouchy demeanor is not easy to be around. Mostly I attempt to keep quiet while spending time around others, but my deep angry voice issues forth short terse answers when forced into conversation.
Matrick
Level 1 Ranger
Discord: Joe Slucher#2310
Despite his height of 6’4, Matrick, still looks more like a boy than a man at only 18 years of age. A gangly pencil-necked boy with a desperate attempt for a beard growing on his face and a head of hair that looks like a pile of springs that bounce wildly with every movement. His clothes are of good quality and designed for utility rather than appearance. He has a leather-wrapped notebook strapped to his thigh at all times. If you have seen him around town, he always seems to be in a hurry.
Ripley
Level 1 Wylder
Discord: Bludias
Human, Male, around 40 years. Wylder Battle Mage. For hire, but when the family calls for aid, will leave party for the time it takes to settle the need. Wanderer, doesn’t try to form lasting bonds but won’t deny them if they happen.
Tilda Ironforge
Level 1 Rogue
Discord
Tilda stands about two inches shy of five feet tall, with a ruddy brown complexion and shockingly bright blond hair. Her eyes are deep blue and have a perpetual look of sadness about them. She is well-muscled, especially about the arms that look to have been worked at a Dwarven Forge. She perpetually carries a forging hammer that looks older than she is.