What are the goals of the living campaign?

For players 

The goal of the living campaign for players is to give back to those of you who have supported SagaBorn over the years. I am so humbled and appreciative that you all have followed me on this journey and continued to help this world and these books become a reality. The least I could do is run some games for you. 

Also, as I will be at less conventions over the next few years, this is a way to play with those of you who I have played with for years.

For characters ( in world goals) 

There are two main goals for the living campaign.

The first is exploration. The Wanderers have wanted this area of Atheles explored, mapped, and documented for years. Helfen is happy to have the influx of adventurers to make this happen. 

The second is support of the camp. Helfen is disgusted by what is happening in Kowal, and he welcome all with open arms to the camp. But that means he needs resources. When adventurers return to camp they can sell treasure and equipment to Ferric Watoss or they can donate it to the encampment by giving it to Helfen. Donations will be tracked and recorded.

 

These are just the start. We will build story goals, character goals and more as we delve deeper into the campaign. 

The Importance of the Overland Map in the Shadows Living Campaign

The map is what will allow the players to define where they want to adventure. This campaign is driven by the players not the GM. Gm’s will state when they have open times for play, but it will be the players who form a group, decide where to go, and then ask the GM for a play slot.

All adventures will start in Region 82A – Elmhearth. The further away you get, the more dangerous it will become. Each minihex is 36 miles which is two days of travel with no distractions. An Uberhex is 4 days across ( 72 miles).

The Players control the Map.

Important Map Points

  1. The players are the ones who will update the map with the locations of encounters, dungeons, etc.
    1. This can be done in a image editor, in google slides, or an online source like https://www.resourcemapmaker.com/M/?m=208. These player maps can also be uploaded and included in the Fantasy Grounds The Road West campaign for in game reference.
  2. The map is unreliable.
    1. The adventurers may think a dungeon is in a certain hex, in a certain region, but they are adventuring in a wilderness, with out the benefit of overhead views for cartography. Map making is a little less exacting.
    2. The SG will not abuse this. This is just to give some leeway to adventures and design. We won’t move a dungeon halfway across the map. 
  3. Food and water matters.
    1. A ration feeds a person for one day (Elves can eat half a ration). Waterskins hydrate for one day. You can use survival or other skills to find food, but this will slow travel.
  4. Treasure Weight is important.
    1. A statue of Tanthias may fetch a hefty price from the markets of Uthgard, but how will the players get it back to Elmhearth over rugged terrain?
    2. Satellite bases can be built, as well as roads, but this will take time, protection, and money. This will make it easier to transport findings, but will also add to other adventures.

SoS01 – The encampment has started to grow

 

Helfen is a large man, and when he stands in the doorway of the keep, he seems even larger. His wild gray hair stands out in all directions from chin to temple.

“Well, the first few families have started to show up. And that means we need to be ready for more. We don’t have much food in store, and no where near enough to get through winter. So we need to do some hunting, or find some stuff to sell to make some gold.”

He points to the wooden board beside the door. This is the Task Board. I’ll post jobs there for any to see. 

“I am working on a very limited budget here, so I can only offer a little gold. But don’t worry, anything you donate to the cause will be accounted for and once this mess in Kowal is handled I will make sure you will all be rewarded based on how much you helped.”

“We have two new families, the Jurgensons, who left Kowal because they feared the Red Guard would see their son’s ailment as a sign of witch craft. And the Boughs, a faun couple who left do the xenophobia that the damned Church is instilling in people. Make them welcome and and help you give them will also be accounted for.”

“Now who wants to go on the fist venture?”

OOC

First game session

Max 6 players.

Available dates: January 2nd-16th

Request must be turned in by December 31st (with chosen player characters). Request can be sent via contact form. Discord or Facebook should be utilized to build the group.

Scrivner – A Runic Magic

Brelmani pricked his finger, a swell of blood gathering then dropping into a small bowl filled with a copper toned ink. Three drops fell to the surface of the liquid, then he pulled his long fingered hand away. A small swath of suede was already unrolled on the table. He grabbed a quill and began to mark the leather with the copper toned ink. He murmured strange sounds as he covered the leather with unknown symbols and marks. After an hour he was done. The symbols seemed to glow for a moment, then fade back to a dark metallic brown.

Brelmani reached into his pocket and pulled out a small round crystal which was a milky white color with red veining. He placed it in the middle of the suede and gently rolled it up. This should keep it secret from detection for at least a month, maybe more. Or so he hoped.


Agrid whistled as she carved. The stone was hard, but her tritium tools easily made their marks. She would break into song everyone once in a while, singing into the runes she carved. Dwarves believed in song. Song was a power of the world. As were words. Both spoken and written. These words were ancient, taught to her by her master, before she left the city. City life wasn’t for her, too much turmoil. Too many people. Too many humans. And too many human laws. But out here, here she could make a life that was her own. Out here there were other dangers. Monsters and demons. She paused as she finished one rune and started on the next. These runes would keep them at bay. On those dark nights, the things that go bump, would bump somewhere else. 

These runes of power would need upkeep, but having to repair runes was much better then staying in a city where dwarves were looked as below others. Here she carved the runes for herself, and here she carved out her own life.


Tanin placed the third rock on the soft earth of the forest. He checked it in accordance with the others to make sure they created a perfect triangle. A single rune adorned each stone, though they were worn away and barely seen. Tanin could not afford to have them reworked yet, but maybe, just maybe after this delivery he would have enough. 

The wilds were dangerous, especially for a messenger. Traveling in groups was necessary to keep night watches and to look over each others shoulder for danger. Tanin traveled alone, because these simple enchanted stones allowed him to sleep with some level of security. He hardly believed the old woman when she had said that they would scream as loud as a hawk if their perimeter was crossed by something. Then she showed him and he gladly paid the asking price of 100 gold. It was all of his savings, but that would keep him safe at night, allowing him to make longer treks alone and to make more per delivery. As they were used the runes slowly wore away, as if a gentle stream was washing away the rough edges. Tanin hoped they would last just a few more weeks as he laid down to sleep in the quickly darkening forest, . Just a few more he thought, as he slowly drifted to sleep.


These are examples of runic magic, a type of magic that is imbued on an item that gives some utilitarian property. They are created with the Artificing Craft, which is part of our upcoming release of crafting and item rules.

You can see the current state of the project here.

[google-drive-embed url=”https://docs.google.com/document/d/1diMt0waueMb5edDlzkJq15ySpvR1B9eT1rIw35Jjd5Q/preview?usp=drivesdk” title=”Crafting and Equipment” icon=”https://drive-thirdparty.googleusercontent.com/16/type/application/vnd.google-apps.document” width=”100%” height=”400″ style=”embed”]

Save the Witches – Notes

Goal: save the mages. get shem and kids out of Kowal. Meet biena at home.

What happened:

  • Novro 26th – burning of the witches
  • Met with Raff of Sons
  • Found that Kowal army has started recruiting for the first time a hundred years
  • Lesser Geas Red Guard Knight and 4 uthgard soldiers.
  • Daz found Amulet of Charmed protection. +5 vs charm and sleep magic
  • Xynx roll of 20 on all roof checks.
  • Mort and the Irregulars will take place in a full frontal assault.

 

Notable NPC’s (met, interactions, etc):

Raff of the Sons – met and “befriended”

 

Future

  1. Escape though underden?

 

Scouting the area

Knowledge gained

    • Sewer entrance nearby
    • Uthgard and Kowal troops stationed nearby.
    • A new stage built for this
    • DC 15 awareness runes atop the pillar. DC 25 to see what it looks like.
    • Lots of citizens interested.

 

  • Sewers marked and familiar.

 

The Sons

  • Dc20 to convince them to help.
  • Shovel is there.
  • Raff, son of Drex is there. He is ranking officer.
  • What is the plan? Burn and run
  • What is the pay off?  1000gp
  • Buying black rock – 10 ounces 500gp

 

Black Rock – 50 gp per ounce – 1d8 damage per ounce. Highly volatile. Unstable. To use roll 1d12. Each ounce used gives the damage an additional 5’ of range.

  • 1 – Explodes while handling. Full damage to handler. DC 15 Reflex to take half damage
  • 2 – Implodes and causes itself to become inert.
  • 3 – 10 – Explodes as intended.
  • 11- Explodes as intended, add 10’ to the AoE
  • 12 – Double damage to intended target.

Brelmani

  • Can help scry.
  • Can’t leave house.
  • Magic wrap of non detection for Roe.
  • Summoned on dretch. Gave amulet and wrap.

Wanderers.

  • Can’t directly interfere.
  • Most have left the city.
  • Mort and the irregulars are at the tavern.
  • Can provide escape route, but could be dangerous.

Mort @ half pint

  • Will help.
  • Whats the plan? Frontal assault
  • Whats the pay off? Friends and drinks.

Fleg Jennen

  • Sending out word to find out if and guards will look the other way.
  • (Guards will look the other way)

Sewers

  • Fuel in sewers for burning our escapees

SagaBorn Review and Game Session with the Called Shot Podcast

The awesome folks at The Called Shot Podcast did a little side adventure in Atheles, showing off the SagaBorn RPG. It is a great run, and their show is a lot of fun! Be sure to check it out. They also have a great review at the end of the podcast for the SagaBorn system.

You can read the review and listen to the adventure here:

http://www.calledshotpodcast.com/blog/2018/03/23/shore-leave-the-sagaborn-review/

Thanks for the support and spread the word, we need more monster hunters!

-Mike

Mordreen

The three stumble back into the warehouse, their faces covered in soot. Perrin and Xynx rush up.

“Wow, nice face paint! Can I get some?” Xynx asks.

“Are you all ok?” asks Perrin, his face serious.

“Ya, just some silly men in masks trying to burn down dwarf town.” replied Ruhm. His hands were stained with blood and ash “We stopped them.”

Jan walks forward. “Thank you for protecting my warehouse and all of Kowal.”

The three look up, echoes of “Hail the heroes of dwarf town” still echoing in their ears. Roe rubbed soot from his eyes, “Let’s hope it doesn’t come back to haunt us.”

The Children of the Light that you captured had been left tied up in front of the local city guard headquarters. The rest of the night was more calm, and the next day was chilly, but clear.


Banners whipped and cracked in the cold air in front of the Walled Tower. Guards in bright red armor stood on either side of the balcony dias. The Baron became visible as he strode out onto the balcony. His slim tall form was accentuated by a tight grey formal coat. This hair was slicked back, and his blue eyes seemed to see everyone in the crowd.

“Last night on Mooruk’s Night, as some call it, we saw large portions of the city destroyed. Citizens were hurt, property lost, the city scarred.”

“We live in strange times. Demons have come back to haunt us. Witches are among us. But long have the dwarves been a part of our city. Elflings have freely lived among our streets. And elves, though newly returned, offer us no danger. But last night a group of radicals took it upon themselves to hurt those who are a part of our city. This will not be tolerated. We will seek out these Children of the Light and we will wipe them from the streets. They will hang side by side in judgement. Kowal is being reborn. Our industry is returning. The North will make us prosperous again. And we, the people of Kowal, deserve  better than last night. May the rest of the festival of Mordreen be peaceful. Grace to you, and your ancestors during this time!” He held up both hands, and a brief smile played across his face. Then he turned and entered back into the dark recesses of the tower.


Perrin watched the street. The warehouse was safe enough during the day, and he always got antsy just sitting around. People went to and fro gathering sweets and breads, meat and vegetables for the upcoming feast. As he watched, two city guards strolled down the street. He tensed. They were across the avenue, but you never knew how sharp-eyed they were. They slowed for a moment in front of a poster, its worn edges showing it had survived many days of weather, the faces displayed were blurred but familiar. The word WANTED was still bright and bold though. With a flick of a wrist, one of the guards picked it off the wall and let it slowly glide down to the street, where it rested in a puddle and slowly drifted away til it plummeted down a sewer drain.

Perrin gave a half smile and turned back into the alley.


The building seemed empty. The door had been torn off, the tables inside broken and scattered. Ruhm entered slowly. “Hello?” He walked across the littered floor looking left to right. A soft footfall echoed on the stairwell. He placed his hand on his axe and turned. A woman, her one hand holding a knife and the other a bundle of clothes, stood there, her eyes filled with surprise.

“Oh, just the person I wanted to see. I wondered if you wanted a job since you know, we maybe messed up this one?” Ruhn smiled, a hint of guilt playing across his face.


Notes on the play session:

  • Vencel cast fireball in the basement hurting everyone and killing himself.
  • Shovel (Son of Silence) is taken to the city guard by Greel.
  • Saved the city guardsmen Gennen, Fleg. They swore they would remember the help.
  • Saved Dwygar and other dwarves.
  • Killed or captured some Children of the Light as they started fires or hurt dwarves.
  • Put out fires in dwarf town.
  • Were named the heroes of dwarf town.

Back to the Homestead

The iron door clanked shut.

“I don’t like having these cells down here,” said Thay.

Roe looked over, his eyes understanding, “I know. Neither do I. But we have to have some place to hold those who we capture. At least until we figure out what to do with them.”

A gruff voice came out from the barred door on the right. “Better just kill me. And yerselves. The Sons won’t take nicely to you killin’ our members.”

Roe glanced at that cell, then with worried eyes at the other, silent cell. Inside a skinny man, his hands and neck chained in iron, sat cross legged staring at the door with one unnatural metal eye.

“We have to contact Biena. She will know what to do.” Roe looked to his companions. They all nodded in agreement.

As they all filed out of the basement, Leshy held his backpack tight, the large tome inside seeming unnaturally warm.