Downloads
This includes the current working edition of the Sarna Len RPG rules using the DXD game engine, plus some character record sheets [ CRS ], and some sample characters which I pulled from the Tabletop Simulator incarnation of the game.
There are also documents for the GM or "games master" which follow. These should not be viewed by any potential players of a GM-directed game.
Sarna Len Rules
These are the rules for the Sarna Len Campaign. Players are encouraged to learn read the background setting information at the start of the rules. It is a work-in-progress.
Sample Characters
These are sample characters created for Sarna Len. They are part of the cohort of very young players in an on-going campaign. The CRS here are screencaps of the Sarna Len CRS images from the Tabletop Simulator implementation.
Character Record Sheets
This is the CRS or "Character Record Sheet" files. There are several pages for different uses. First is the core CRS for DXD. Second is the worksheet for when creating a character. There is a page for skills and spells, and another for tracking relationships.
GM World Maps for Sarna Len
Several Overland maps for use by the GM; not for the players of the game.
Overview - General layout and major settlements. 1 Day hex is 24-miles. Major and Minor highways are in red lines, and towns, cities, and metropolises in larger squares [ land-locked ] or circles [ river or coastal ].
Regions - Regional names on the continent of Sondgara. 1 Week hex is 7 Day hexes or about 168-miles. Each of these regions have a range of Koppen climate types for temperature and foliage. North is colder, south is warmer and more humid.
Realms- Empire names and their realms. Includes trade routes. 1 Week hex is 168-miles and can be crossed by sail in about 1 to 3 days depending on the speed of the ship or boat, and fair winds. The Gold Spire empires are clearly identified with sun-bursts; Boron, Palten, Saruken, and Djorkan. Isolated and Remote regions are mystery areas for the players to eventually explore as they reach mid-level ability.
Deities - Population groups with number of citizens and population densities by Day hex stylized as yellow for civilized, orange stripes for midlands, white stripes for borderlands, and everything else is wilderlands. Each settlement or group is also identified with the key Deity worshipped. This also indicates that the Deity is present though scattered across that region. Yellow is
Citystates of the Overland
These are of the major regions upon Sondgara, the Overland of Sarna Len where a character will normally begin their journey. They show the major Empires which are run from huge metropolises known as "city-states". Each city-state is huge and walled with a protected area within containing towns and villages. City-states all began as conurbations thousands of years ago where cities and towns grew large enough to grow into each other. In the convention of the times, each city-state is named Citystate Something such as Citystate Qualg or Citystate Boral.
At the palaces of each city-state there usually will be a regent known as an autarch or monarch. These persons rule with an iron-fist and dislike uprisings. They are aided by their vassal states which are smaller kingdoms and cities nearby. Furthermore, there are living "gods" roaming the surface of the Overland interfering with the daily lives of all citizens. These Deities, as they are named, have fickle personalities and seek favor and worship where they go. They are more than happy to burn down a town or a country side to keep worshippers and non-believers in line. What holds them back are other Deities and the powerful wizards who go against them.
Connecting each settlement, be it a town, city, metropolis or city-state, are the highways. On the maps below each hexagon measures 24-miles across flat-side to flat-side. This is a "Day hex" and how far a person under ideal conditions can walk in a single day, allowing about 12 hours of rest and sleep. The large red lines connect from the city-states into smaller cities and towns. They are multi-tiered, patrolled highways made of cement, brick, and cobblestone. Along their path are numerous guard towers, keeps, and holds for weary travelers and military patrols. The thinner red lines connect from the major highways into towns and eventually villages or hamlets. Not shown are the lesser dirt roads which connect like spider webs between the smaller communities.
Scale is 24 miles per "Day hex" or two marches (forced marching). Each "Week-hex", is 7-days travel, presuming forced-marches.
The "crater island" at the center-right of the map is an "asteroid" impact zone of sorts. The lake at the top of the map with the colorful hexagon icon is the resting spot for the floating island of Aradorn, sort of like Laputa. Aradorn is mostly levitating elsewhere, is reputedly heavily armed, and behaves like the Comet Empire from the Starblazers anime ... minus the "desslok" bit.
Watabou Maps
These are several generic fantasy underworld lairs, mazes, and dungeons. There are no stats within them, and the GM is expected to alter as needed. They'll be of great use for quick one-off sessions.
All of them are generated using the on-line tools available at https://watabou.itch.io/one-page-dungeon
Also, visit here to generate totally random settlements:
https://watabou.itch.io/medieval-fantasy-city-generator
And here to build your own fantasy world map:
https://azgaar.github.io/Fantasy-Map-Generator/
One Page Adventures
These were created by Tyler Monahan for D&D 5e.
There are no stat-lines identified within the set of adventures, but there are mentions of possible "monsters" such as orcs or gricks. For Sarna Len, use that equivalent from the bestiary within the Rules book.
For challenge ratings, written as "DC" in the booklet, these are the conversions for DXD: DC10, DC15, DC20, DC25, DC30 it is TN=7+, TN=10+, TN=13+, TN=16+, TN=19+. It doesn't correlate exactly, but it is close enough of a match.
For attributes, D&D uses Dex, Str, Con, Wis, Int, and Cha. The mapping for these are within the Rules book but are essentially as follows; Dex is either CCA or RCA, maybe REF. Str is STR, Con is FOR. Wis is likely KNO or POW. Int is likely INT, and finally Cha is mapped to PRE.
See here for more information from Tyler Monahan:
Mapping Sheets
Print these out in order to record any sort of exploration.
Battlefield Map
One of these would be the layout for a battlefield which would be played tactically for a Combat Session. On the Feature Map, it would be a single hex at a mere 100-Yards across.
Feature Hex Map
Each of the smallest hexes is about 100-Yards across, the size of one Battlefield. This layout is ideal for showing the escape or approach paths to a battlefield.
Day Hex Map
Each of the smallest hexes is 1-Mile across, the width of a Feature Hex. This layout is ideal for setting up an approach to a planned encounter, or for detailing the important features surrounding a barony.
Locale Map
Each of the smaller hexes is 1-Hour or about 3-Miles across. Each of the bigger hexes is 8 of those in a column, representing 24-Miles or about 1-Day of travel by Steed (a horse, torse, ostra, or other).
A single locale map has enough space to track a single campaign.
Region Map
Use this to create the locale surrounding the area around a city-state. Each of the smaller hexes is a Day hex about 24-Miles across, and the larger is a Week hex about 168-Miles across or about 7-Day hexes. The starting portion of an entire campaign would fit within this region, and allow players to explore the intricate network of settlements and wilderlands around their starting location.
Realm Map
All of an empire could fit upon one of these Realm maps. The larger hexes are 840-Miles across and are Region hexes with five Week hexes across, each of those being 168-Miles wide. A single page has enough room to fit something about 3000-Miles wide such as the United States of America. Russia and China would require two to four of these.