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.

Setting Sun Trade

Setting Sun is a newer company that controls most trade from Ferryport to the South Keep. It is run by a group of old mercenaries.

Shadows of the Swordspynes Adventurers

Helfen’s List of Adventurers

 


  • Lisabeth –
  • Level 1 Bard
  • Discord: DnDungeonMaster

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.

Shadows of the Swordspynes Living Campaign

Campaign Quick Start Guide

Shadows of the Swordspyne is a campaign that takes place in the Eastlands of Atheles. It centers on the stronghold of Elmhearth, and the Wanderers Guild, of which all adventures in the campaign are a part of. 

Elmhearth was once just an outpost for the Wanderers, an adventurers guild. The nearby metropolis, Kowal, has fallen to dark times. People are accused of witchcraft and burned at the stake. The Red Guard and their ally, the Orthodox Unelesia Church, have imprisoned anyone who does not fit their definition of holy and normal. You and others have fled to Elmhearth as a sanctuary. But for Elmhearth to survive, you must help its overseer, Helfen. The refuge needs food, protection, and especially gold.

Intro

You find yourself in Elmhearth, an outpost for the Wanderers. Kowal has become too dangerous to those who don’t fit within the cities narrow cultural norm. You have come here for sanctuary, and hopefully to start a new life away from the oppressive city.

What is the campaign?

Shadows of the Swordspyne is a living campaign, which will be run much like a West Marches campaign ( see Matt Colville’s video on it: https://youtu.be/oGAC-gBoX9k). Adventures will be player driven, and as we grow, we will add new GMs, new locales, and new players.

How is it played (aka how is it a living campaign)?

Elmhearth is a encampment which has become refuge for people leaving the turmoil of the city. The players will all work for the Wanderers, but the game will hinge on their participation. The players have to form a group, decide what they want to do, and contact a GM about setting up a session time. Plans must be submitted at least one week before the game session to give the GM time to develop an adventure.

Here is our living campaign rules page.

What do I need?

You will need the free Beta SagaBorn 1.5 ruleset book (https://www.sagaborn.com/sagaborn-1-5/) and Fantasy Grounds (free edition) (https://www.fantasygrounds.com/home/home.php).

To be accepted, a player MUST submit a level 1 character sheet and fill out the Wanderer’s application.

How do I GM?

We are keeping the GM pool small for now, but will expand in the future. You must play in at least 4 sessions within the campaign before you can apply to be a GM.

Shadows of the Swordspynes Adventurers

Shadows of the Swordspynes Non-player Characters

The Map

Map Rules

Request an adventure at the Adventure Contract!

Shamans

The shamans are less an organized group , than a type of magic user defined by their part as wise folk and leaders in the wilds and outskirts of the lands.

They know the legends of the lands that surround them and offer those who seek their knowledge freely. They are Wylders by trade, though when tribes meet, some may gain the abilities of a Druidic Luminar.

Silas Monta’s Estate

Silas Monta does not descend from nobility or riches, so when he became one of the more successful farmers in Ferryport, he built his estate outside of the Noble District. It is a plain two story house, but unlike other houses in this district, it sits on a larger piece of property and is surrounded by gardens that Silas himself planted and maintains.

Silver

Metal weapons can be infused with silver by master smiths. This allows the weapon to strike supernatural creatures and ignore damage reduction.

 

Add 100 gp to the cost of a silvered weapon.