SagaBorn Road West Campaign Rules

Introduction

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

D10Activity
1Carousing: you spent the week in merriment, visiting taverns and gambling halls, and lost gold equal to your level x 10 gp
2-4You spent the week training and gained an extra Saga Point at the start of your next adventure.
5-7Side job: gain 1d6 gp
8-9Side job: gain 2d4 gp
10Side 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.

SessionsCharacteristic
33-9
410-13
614-16
817-18
1019

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.


The Storehouse

Items for sale in Elmhearth


Session Start

  1. Travel to the Storehouse and make purchases, refill food, water, and ammo.
  2. Decide on Downtime activity.
  3. 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 RangeSurvey BonusCompletion Bonus
400010 gp20 gp
300020 gp60 gp
200030 gp120 gp
100040 gp200 gp
050 gp240 gp

Strongholds

Strongholds are your bastions in the wilderness. They give you bonuses for crafts, recovery, and SagaPoints. They also keep the roads safe for travel.

Stronghold Rules:

  • The adventurers must start from the closest stronghold to the hex being explored, and that is the stronghold from which they gain SagaPoint bonuses *.
  • *If the adventurer owns a stronghold (meaning they roll on the Stronghold chart at the session start), they get SagaPoints from their chosen stronghold (to a Max of 5 SagaPoints). A bard can choose from any Stronghold along the route, and a Factor may choose any stronghold along the route that has a tradepost.
  • During downtime, a hero can travel to any stronghold to craft, recover horror, or heal.
  • 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. At the start of each session a Stronghold owner rolls on the Stronghold Downtime Events chart.

Stronghold Downtime Events (1d100)

Roll (1d100)Event
1Great crafting – all crafting is doubled
2-4New settlers – New people move into town.
4-10A merchant looking to buy – All items sold this session at 75% retail.
11-65Nothing Happens – A quiet and uneventful downtime.
66–70Attack in the Night – Raiders or beasts threaten the stronghold.
71–75Supplies Rotten – Provisions spoil, reducing food stores. Cost Stronghold level  x 10 gp
76–80Runaway Livestock – Animals escape, causing losses. Cost Stronghold level  x 10 gp
81–85Drought – Wells run dry, creating a water shortage. Cost Stronghold level  x 25 gp
86–90Infestation – Pests invade, threatening food supplies. Cost Stronghold level  x 20 gp
91–93Unexpected Visitor – A stranger arrives with urgent news or needs.
94–96Worker Dispute – Laborers refuse to work due to grievances. Triple pay for a month resolves the issue, or successful Persuasion for double the pay instead.
97-98Acid Rain Storm  – A supernaturally strong acid rain storm destroys part of the roof. Cost Stronghold level  x 40 gp
99Collapsed Wall – A section of the wall needs immediate repair. Cost Stronghold level  x 75 gp
100Fire – 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.

1Impactful 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.
2-10Strategic Defense – Your stronghold defeats the attackers and salvages 100 gp worth of equipment off of them.
11-55Defended – Your guards and citizens defeat the raiders with minimal 
56-94Onslaught – Your stronghold was partially defended, you lose 1 important item from the Stronghold, or it takes its level x 50gp worth of damage.
75-85Costly Defense – Your guards are badly wounded, but survive. Your stronghold takes its level x 100 gp worth of damage.
86-96Catastrophic Defeat – You lose half your guards and your stronghold takes its level x 300 gp worth of damage.
97-99Hostile Occupation – You lose control of your Stronghold and must retake it.
100Defenses 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.

The Current Campaign is The Road West

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

 

Sascha’s Storehouse

The Storehouse is the best place in Kowal to unload goods found in the ruins and wilds of Atheles. Its proprietor, Sascha, is well known to any adventurer in Kowal.

Sascha is an ex-adventurer, who settled Kowal from the far lands of northern Uthgard after meeting his wife. He doesn’t miss his adventuring days, “too much walking” he always says. But by running his “storehouse” he still gets to play with all the trinkets and toys the adventurers bring in to trade and sell.

He is very knowledgeable, but can be a little irritable, cursing at his patrons in the Uthgard language if they get out of hand or ask too much for a “bauble”.

He is a collector of games, loving to experience new ways to test his strategic mind.  The quickest way to this mans heart is a new game with good rules, and a glass of vanilla flavored liquor. Though watch out if the dice or games of chance are not going his way, prices may double on anything needed by those who best him in a game of chance.

Sascha owner of the Storehouse

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Sea Hag

Sea Hag

Challenge Rating: 4

Size: Medium

Type: Monstrous Humanoid

Initiative: +1

 

Defense

Hit Points: 19 (3HD)

Armor Class: 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)

Saves: Fort +2 Ref +4 Will +4

Weaknesses: –

 

Offense

Speed: 30ft, swim 40ft

Base Attack: +3

Melee: 2 claws +7 melee (1d4+4)

Special Attacks: Horrific appearance, evil eye

Sanity Effects: First Encounter 1/1d4

 

Statistics

Abilities: STR 19, DEX 12, CON 12, INT 10, WIS 13, CHA 14

Skills: Acrobatics +1, Athletics +4,  Awareness +3, Endurance +1, Knowledge +0, Persuasion +2, Spellcraft +6, Survival +1, Thievery +1

Talents: 2 points or recommended: Alertness, Toughness

Special Qualities: Amphibious, spell resistance 14, darkvision 60’

Ecology

Environment: Temperate Aquatic

Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Treasure: Standard

 

Amphibious

Although sea hags are aquatic, they can survive indefinitely on land.

 

Evil Eye

Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.

 

Horrific Appearance

The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours.

 

Secton

  • Statistics: Crime 2; Danger 2; Economy 6; Law 8; Knowledge 5; Magic 5
  • Highest Stat is 10, lowest 1 
  • Size: Village
  • Government: Mayoral, Aristocracy
  • Economic System: Capitalist
  • Population: 89 (Diversity: 90% Human, 6% Elf, 3% Dwarf, 1% other)

 

Secton was once just Tower Six, one of the many guard towers along the borders of Kowal. Due to its location on the main road between Kowal and Fort Utliest, a small town sprang up next to it. After the great War and the Uthgard kingdom fell, the tower was no longer manned by soldiers, but the small town continued on. 

In current day it is a town in change again. The Uthgard kingdom in its alliance with Kowal, has marked Secton as a place of interest. Uthgard and the Unelesia Church have begun construction on a school for those touched by God and blessed with powers. The Red Dragoons have also started to build a Keep here to fortify the road to the north.

Some of the  old residents are unhappy about this, as they do not wigs to see their town change so much, while others see this expansion as a welcome growth. 

Notable NPC’s:

Mayor Margery Ellebeth – the elected mayor of the town, Margery has made the Kowal government happy with ridgid tax collections, but has also gained the love of her citizens as she has been very fair and honest with them. She is strict to the rule of law, but has a kind heart and may look the other way if her people need it. 

Lady Lanafar – Headmistress of the Divine Academy

Knight Hurst – the head of the Red Dragoons in Secton. He was appointed by the king to make the town and the school a stronghold for Uthgard

Notable Places:

Tower Market

Merchants:

  • Eva Harls – Blacksmith and weaponsmith
  • Gurdris Gemstone – Jeweler
  • Sol – Rye distiller
  • Margery Ellebeth – Carpenter
  • Theodoric Predrow – Book, map and paper seller

 

The Dusty Shield Inn

The innkeeper is a male dwarf named Kjorni. He was once an adventurer, but retired to marry and raise a family. He is married to Margery.

A large wood and stone building, it was once the barracks for the tower. Old shields of Uthgard and Kowal adorn its walls.

 

Menu:

  • Roasted Mutton and Pinenut Bread, Tankard of Stout (9 cp)
  • Wheat Biscuits and Curd Cheese, Mug of Stout (2 cp)
  • Boiled Eggs and Oat Bread, Tankard of Ale (8 cp)
  • Vegetable Stew, Mug of Ale (5 cp)
  • Stewed Boar and Mushrooms, Tankard of Bitter (10 cp)
  • Stewed Deer and Barley Biscuits, Tankard of Stout (8 cp)
  • Salted Whitefish and Cabbage, Tankard of Beer (8 cp)

Other NPCs

  • Aledyn – A druid who is visiting the town to find out more about the school being built.
  • The Forgelighters – a feral elfling tribe. They are staying outside of town, but came in to trade.