Rob Bevaskin

A citizen of Kowal and owner of the Darkwinter Tavern. He was a solider in the Return Wars, fighting with other citizens against the ghuls and then the invading Tirens. He was then a merchant, known for delivering the goods on time, no matter the danger. He “retired” by opening the tavern.

Rogue

SagaBorn 1.5 Stats

Hit Die: d8

Class Abilities: DEX, WIS

A ranger might be a scout for a city guard, keeping the outer lands protected for their people. Or they might be a lone who finds peace in the seclusion of the rugged, wild lands. No matter their story, a ranger has certain skills specific to someone who spends much of their time in the wilderness.

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Sneak Attack (+1d6), Expert Tracker, Track Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 Skill, Evasion, Artful Dodger +1 HD, +1 HP, +1 Skill
3rd +3 Sneak Attack (+2d6), +1 Skill, Favored Enemy, Favored Terrain +1 HD, +1 Skill, 1 Talent
4th +4 +1 Skill , 1 Talent Point, Acrobatics +2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Advanced Skills, Sneak Attack (+3d6), +1 Skill, Improved Evasion +1 HD, +1 Skill
6th +6 +1 Skill , 2nd Favored Enemy, 2nd Favored Terrain +1 HD, +1 Skill, 1 Talent Point
7th +7 Extra Attack, +1 Skill, Sneak Attack (+4d6) +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 Skill , Crippling Strike, Woodland Stride, Swift Tracker +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Level 1

Sneak Attack: Once per round on a successful hit you can deal extra damage to a target who is Flanked, has lost DEX bonus to AC, or is unaware of your presence. The weapon used must be a Light or Medium Melee Weapon, or a Ranged Weapon.

Expert Tracker: Roll 2d20 when using Awareness or Survival to hunt a target.

Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Track DC

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

 

Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Level 2

Artful Dodger: Once per round use a free action as a move action. Useful to get into position or hide!

Evasion: If a ranger makes a successful Reflex save against an attack that deals half damage, the ranger takes no damage.

Level 3

Favored Enemy:  Always add Sneak Attack dice to damage, every time you hit an enemy target, no limit per round. They can also make skill checks to identify these creatures.

Ranger Favored Enemies:

 

Type (subtype) Type (subtype)
Animal Humanoid (goblinoid)
Construct Humanoid (Elfling)
Draconian Humanoid (Human)
Elemental Humanoid (Other)
Fey (Athelesian) Plant
Fey (Navirite, Aberration)* Undead
Humanoid (Dwarf) Vermin
Humanoid (Elf)  
Humanoid (Giant)  

*Encompasses creatures from the Navirim and Aberrations. 

 

Favored Terrain: In favored terrain, a ranger leaves no tracks, ignores difficult ground, and gains +2 to Initiative.

 

Favored Terrains 

Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Level 5

Advanced Skills: The Scout may select two Skills that can advance beyond rank 5 up to rank 9. Both of those Skills gain 1 additional rank.

Improved Evasion: If a ranger fails a save, they only take ½ damage.

Level 7

Extra Attack: You gain an additional attack each round.

Level 8

Crippling Strike:  If a Scout does Sneak Attack damage to a target, the target must make an Acrobatics Save DC 16, on a success the target moves at ½ speed for 1 round, on a failure the target may not take move actions for 1 round.

 

Woodland Stride: A ranger ignores all difficult ground magical or otherwise.

Swift Tracker: A ranger can continue to Track as a Free Action each round at maximum speed.

SagaBorn 1.0 Stats

Hit Die: d6

Class Abilities: DEX, CHA

The thief in the night, the rogue spends her time in the shadows making deals or pilfering valuables. A master of traps and stealth, silent and nimble, she is prepared for anything.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +0 +2 +0 Sneak Attack +1d6, Trapfinder 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +1 +0 +3 +0 Evasion Bonus Hit Point, +1 Skill Point
3rd +2 +1 +3 +1 2 Talent Points, Sneak Attack +2d6 All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +3 +1 +4 +1 Uncanny Dodge +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +3 +1 +4 +1 Sneak Attack +3d6 +1 Deflection Bonus to AC, +1 Skill Point
6th +4 +2 +5 +2 Advanced Thieving All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +5 +2 +5 +2 Sneak Attack +4d6 Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge,1 Ability Point, Sneak Attack +4d6 and Immobilize Enemy +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Sneak Attack: A rogue can use a sneak attack on an enemy who is distracted, flanked, or flat footed.

Trapfinder: A rogue can search and disarm traps when the DC is over 20.

Evasion: If a rogue makes a successful reflex save against an attack that deals half damage if successful, the rogue takes no damage.

Incredible Dodge: A rogue is never caught flat footed.

Advanced Thieving: A rogue is never distracted while using her thievery skill. A rogue also has a chance (a “gut feeling”) of a trap up ahead before she even asks to search an area.

Improved Incredible Dodge: A rogue can never be flanked, or have a sneak attack performed on them.

Roleplaying Tools

Below are tools, gadgets, and webpages I use while running my games.

WEBPAGES:

  • d20pfsrd – Online resource for all Pathfinder rules.

PROGRAMS:

  • Maptool – A way to show maps, create maps, keep up with battles and more!
  • Combat Manager – A great way to keep track of monsters, players and initiative.
  • PC Gen – A free character creator with lots of options. It is also very easy to use and create quick NPC.s
  • Campaign Cartographer – I purchased this, and though I don’t use the program often, by purchasing it, you are allowed to use all the clip art that comes with it in other ways. So I often put together maps in Adobe Photoshop this way.

GENERATORS:

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.

SagaBorn West Marches Campaign Rules

Gameplay Rules

West Marches 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.


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

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
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