Ron Estrelli

Ron Estrelli

Stats:

  • Lvl5 Fighter: STR 14, DEX 11, Con 12, INT 13, WIS 10, CHA 12

 

At the age of 17, Ron joined the Ferryport Militia. His parents had passed from the red blight and hehad tried his hand at working the farm alone, but he could not keep up. He sold the farm and joined the Militia. He saved money from the work and well as his savings from selling his farm. After 3 years as a militiaman, he left and became a freelance caravan guard for the 3 years. He traveled south quite a bit, often to Southkeep and even some places within the desert of Jal Dur. During on of his few trips to Greyhelm, he was hired to recover an object from ruins within the mountains. This began his career as a tomb raiders and dungeon delver. He did this for 5 years amassing quite a bit of wealth, before his group was caught by some foul beast deep in an dungeon. Most of his party mates were slain, and he was badly wounded across his face, in which he almost lost both eyes. After this unfortunate event, he traveled back to Ferryport and bought the property that would become the Southgate Inn. This gate was always the gate he returned through on the way home, so it held personal nostalgia for him. He bought an old abandoned building, which was dwarven built in the early days of Ferryport. He added on a second floor with private rooms and opened the inn.

 

It has since become one of the most popular inns in Ferryport and he has had to expand the rooms into a second building across the street.

Root Golem

Root Golem

Challenge Rating: 3

Size: Medium

Type: Construct

Initiative: +3

 

Defense

Hit Points: 25 (3d10+10)

Armor Class: 17, flat-footed 14 (3 DEX, 4 Natural)

Saves: Fort +2 Ref +3 Will +1

Weaknesses: Slashing weapons, fire

 

Offense

Speed: 30’

Base Attack: +4

Melee: 2 Slams +7 (1d6+3 plus grab)

Ranged: –

Special Attacks: Grab, strangle (1d4+3)

Sanity Effects: –

 

Statistics

Abilities: STR 16, DEX 16, CON -, INT -, WIS 10, CHA 1

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: –

Special Qualities: DR 1 / slashing, Immune: construct traits, fire does x2 damage

 

Ecology

Environment: Any

Organization: Any

 

Treasure: None

 

Grab

When hit with an attack that also does grab, the attacker and defender must roll a heroic action. If the defender loses, they become grappled. They must succeed at a Heroic Action during their turn to free themselves.

 

Strangle

 

If an opponent is being grappled by the root golem it may golem deal 1d4+3 points of damage with a successful Heroic Action, as a free action. Heroic action to escape.

 

Saga

Adding to Your Saga

After each adventure, the players retell their most heroic moment, which is added to their Saga. It is up to the Game Master to determine Level Advancement, but a player should add a line to their Saga for each level.

The Saga is what the players are creating, the stories of their characters, within the overarching storyline the GM has crafted. What the heroes do within that storyline is what makes them legendary. A Saga could be more than just heroic battles—it could be a fumble so awkward that it is miraculous anyone survived, or that a silver tongue was more powerful than a sword in a saving the party from certain doom. Your Saga is what makes this your game.

SagaBorn

Those who are born and strive to shape the world around them. The heroes who create the Sagas.

Gaming

SagaBorn Roleplaying System 
The SagaBorn Roleplaying System was created as a simplified D20 system for the Dark Return setting. Its goal is to present a system that is simple, streamlined and efficient. It is meant to encourage more storytelling and epic action, than browsing through rule-books and arguing over what is “allowed”

It can be downloaded here.

Sanrin Delorif

Sanrin Delorif is the leader of a group of religious fanatics who roam the countrysides hunting demons.

His Story:

As a child, Sanrin was raised to observe strict religious practices which included suffering and occasional blood sacrifice. Ferryport forbade human sacrifice, so animals were used, and there were rumors regarding a couple of disappearances before he was born.

A ritual of suffering was to be endured by every child at his or her coming of age. Sanrin was the eldest of three children and came through this feeling stronger of faith. The middling child, however, was weaker of constitution and did not survive. The youngest did not make it to his coming of age ritual, as a plague swept through Ferryport and took him prematurely, along with many of the young children and elderly of the city.

His father was much older, and only four years after Sanrin’s coming of age, was not able to continue his duties as judge and sheriff of the south farms, and so Sanrin was raised to the position. He was a strict and pious judge, and many were beheaded. This was how he sacrificed to the gods within the bounds of Ferryport law, and thereby kept the town safe and prosperous. Times were tough, but as opposed to many neighboring areas, the people were well enough fed, and the plagues were minimal.

The people of Ferryport proper, however, were disturbed by the rural beheadings, especially as they increased in frequency, so they drafted legislation that banned execution by beheading (replacing it with hanging) and limiting execution to only extreme cases of murder and dark magic. This ended the age of blood sacrifice, and the town was promptly punished by the gods, or so it seemed to Sanrin, with the onslaught of strange demons from the forests, which claimed the lives of both people and livestock. Sanrin suspected a local hunter named Jass of bringing the curse to their village.

Sanrin and his wife were formally accused and the villagers demanded swift justice. They chased the couple into their house where they shut the doors for fortification, and then the men torched the place. Jass and his wife Renoira finally emerged, coughing, and were executed on the spot. Sanrin knew he couldn’t stop this blood thirst if he wanted to, so he decided to make it a new blood sacrifice and beheaded them both in violation of Ferryport law.

He fled his home immediately. For several years, he hunted, and as he traveled, he began hunting demons along his path, becoming a better hunter as he went. He felt as if his blood sacrifice of Jass had given him Jass’s natural hunting prowess. It was his calling to hunt these things. As he moved from town to town, he found others—frightened and able—to join his cause, and his following grew. By day they would train intensely, and by night they would hunt. As word spread, the legend of the Demon Stalkers grew.

Sarach Taras

Sarach Taras is an Ishian tavern. It is small compared to the other well-known taverns and inns of the district. It is known by many as a place to discover rare and hard-to-find items. The owner, Itasi, is a dark-skinned Ishian man and collector of strange relics and antiques. He owns an extensive library, allowing him to identify many otherwise unidentifiable items.

 

 

Sarap

Sarap

 

A large two legged lizard, it has been domesticated and used as a mount or pack animal in the warmer climates of Uteria.

 

Swift and agile, Saraps have been domesticated for use as a formidable transport. While these are quite loyal and tame, wild Saraps should be avoided at all costs, as they are quite deadly. In the wild, saraps are typically found in packs, or at least in pairs. Very rarely are they encountered individually. They hunt with extreme efficiency, using cunning tactics that indicate an intelligence beyond that of most animals.

 

Sarap

 

Challenge Rating: 5

Size: Large

Type: Animal

Initiative: +7

 

Defense

Hit Points: 50 (4HD)

Armor Class: 10, touch 12, flat footed 15 (+3 dex, +6 natural armor, -1 size)

Saves: Fort +12 Ref +6 Will +3

 

Offense

Speed: 60ft

Base Attack: +3

Melee: 2 talons +9 (2d6+6), bite +9 (1d8+6), Foreclaws +7 (1d6+3)

Ranged:

Special Attacks: Pounce

 

Statistics

Abilities: STR 28, DEX 13, CON 19, INT –, WIS 11, CHA 2

Skills: Acrobatics +1, Athletics +9,  Awareness +7, Endurance +4, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery +1

Talents: Dodge, Alertness

Special Qualities:Low Light Vision, Scent

 

Ecology

Environment: Desert

Organization: Solitary, Pair, or pack (3-12)

 

Treasure: N/A