SagaBorn West Marches Campaign Rules

Gameplay Rules


Some rules for the Sagaborn West Marches Campaigns.

Travel and Survival


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 leads to fatigue.


Activities that can be done during a watch.

  • Travel
  • Navigate
  • Keep watch
  • Survey
  • Forage
  • Hunt
  • Cook or other craft
  • Tend to wounds
  • Rest


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. 


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 skills to help with this skill roll. Failure: If you fail to navigate the hex, you are stuck in that hex and must spend another watch trying to leave.

Keep Watch

You can be alert for threats and watch over the safety of the group. You can do this during Travel with no penalty.


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 8 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. 


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. 


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. 


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


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. 

Standard Day of Travel

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. 
  • One player rolls 2d6 for weather.
  • 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 2 hexs (4 days travel) away from Elmhearth.
  • Road = Explored Hex and Elmhearth
  • Explored = 8 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 8 times. 


A hero gains a Talent point after every 3 play sessions.

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 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.

The Current Campaign is The Road West

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