ADVENTURES of SWORD & SORCERY
in DARK DUNGEONS & DANGEROUS LANDS

On this page you will find the basic player rules of SOJOURN. They include everything you need to join a game of SOJOURN as a level 1 adventurer and get started with your first dungeon. Find a specific rule using the Table of Contents below or your browser’s search function.

For advanced rules beyond level 1, character customization options (including 12 unique class specialties), Referee tools, monsters, and much more, you’ll want to grab the complete SOJOURN core book!

Table of Contents

I. Getting Started
What Is Sojourn?
Choosing a Character Class
Rolling Up Your Abilities
Filling Out Your Character Sheet
III. How to Play
Dungeoneering 101
Time & Healing
Roleplaying & Rolling Tests
Channeling Magic
V. Commerce
Followers
Equipment
Weapon & Armor Properties
Items, Services, & Prices
II. Character Classes
The Warrior
The Rogue
The Zealot
The Mage
IV. Combat
Combat Rounds
Combat Movement & Action
Range
Attacking & Defending
Running Away
Falling
Fire & Flames
Death & Injury
Conditions, Fatigue, & Debilities
VI. Advancing Characters
Leveling Up
Specialties
Advanced Rules

What is Sojourn?

Sojourn is a tabletop roleplaying game of exploration, dungeon-crawling, and discovery for 2-8 players. A play session lasts a few hours, though full adventures can span across sessions.

A game of Sojourn will take you through dark tombs, ancient ruins, and wilderlands of high fantasy. Your characters will face deadly traps and forgotten monsters on the path to gold and glory. With some careful planning, lucky dice rolls, and quick thinking, you might even survive a campaign of adventures to be called heroes!

One player—the Referee—runs the game world, while the rest of the players control the characters of the adventuring party. Besides your imagination, all you’ll need to play your character is paper, pencils, and some dice. If you don’t have a wide selection of dice handy, a dice-rolling app for your phone works as well!

We’ll begin with how to form a party.

Choosing a Character Class

The first step to playing Sojourn is to choose your character class. Each class represents a distinct role in the adventuring party with unique specialties for approaching challenges.
  • The Warrior: HITS HARD and TAKES HITS
  • The Zealot: HEALS FRIENDS and HARMS FOES
  • The Mage: CASTS SPELLS and KNOWS SECRETS
  • The Rogue: BREAKS IN and SNEAKS OUT
A well-rounded party will have at least one character of each class, but you can play with any combination of classes for a greater challenge. As you adventure and claim victories, you will receive experience points (XP) you can spend to level up your character and gain new features, or feats. At Level 2 you’ll select one of three specialties to further specialize your class.

Most skill in Sojourn comes from you, the player, and the choices you make during play. Sometimes, however, you as your character will need to roll dice to test your abilities, which represent your physical and mental attributes.
  • FORCE represents might and stamina. Determines your ability to hit enemies in melee, take hits, carry heavy loads, and resist poison or sickness.
  • FINESSE represents reflexes and agility. Determines your ability to aim ranged weapons, dodge blows, react quickly, and perform delicate tasks.
  • WIT represents intellect and intuition. Determines your ability to cast spells, resist illusions, perceive the hidden, and speak additional languages.
  • WILL represents willpower and morale. Determines your ability to invoke divine miracles, resist enchantment, inspire allies, and intimidate foes.

Rolling Up Your Abilities

Before or after choosing your class, roll to find out your abilities. For each ability on your character sheet, roll 4D6 (that means four dice, six-sided), dropping the lowest die result each time. Compare the sum of the other three dice to the table below to find the ability value. Write down each ability as you roll. If your abilities add up to less than 0, you may re-roll all abilities for an easier game. As an alternative to rolling abilities, choose +1 to an ability and -1 to another, or +2 to an ability and -1 to two others.

3D6 Dice Total
Ability
3
-3
4-5
-2
6-8
-1
9-12
0
13-15
+1
16-17
+2
18
+3

Filling Out Your Character Sheet

Below and on the Downloads page you’ll find a blank character sheet and a list of each class’s starting feats at level 1. Some explanations:
  • Hit Points (HP) are an abstraction of your health, stamina, and luck representing how many hits you can take before dying. Your max HP is determined by a roll of your Hit Die + Force.
  • Hit Dice (HD), along with your Force, determine your max starting HP and how much weapon damage you deal when you hit an enemy (plus Force or Finesse). Depending on your class, you will have a Hit Die of D4, D6, or D8.
  • Defense makes you harder to hit. Defense is equal to your Finesse plus the value of any armor you’re wearing.
  • Coin is used to buy equipment, hire help, and exchange for XP to level up. Start with 3d6 x 10 coin or your class’s starting pack.

The Warrior

The Warrior is a skilled combatant who uses Force to punish enemies in melee.
  • Hit Die (HD): D8
  • Wearable Armor: Any
  • Drive: Overcome ever more powerful foes
  • Starting Feats: Advantage vs. Paralysis, Cleave, Disarm, Fight Defensively, Press the Attack, Two-Handed Fighting
    • Advantage vs. Paralysis: Advantaged when testing abilities against paralyzing, petrifying, or sleep effects.
    • Cleave: Upon defeating an enemy in melee, deal any excess damage to another enemy in reach.
    • Disarm: On a successful weapon hit, disarm an enemy instead of damaging them.
    • Fight Defensively: Attack while keeping Defense up, +2 Defense, -4 to hit.
    • Press the Attack: Attack fiercely at the expense of Defense, +2 to hit, -4 Defense.
    • Two-Handed Fighting: Deal D10 damage wielding a two-handed weapon with both hands.
  • Specialties (level 2+): Berserker, Duelist, Ranger
  • Starting Pack: Longsword, Spear, Chainmail (+3 Defense), Rations (3), Tinderbox, Torch, Waterskin

The Rogue

The Rogue is a stealth specialist who uses Finesse to enter unseen and handle delicate tasks.
  • Hit Die (HD): D6
  • Wearable Armor: Light (Heavy armor negates feats)
  • Drive: Infiltrate a place undetected
  • Starting Feats: Advantage vs. Area Effects, Backstab, Climb Sheer Walls, Hide in Shadows, Move Silently, Pick Locks
    • Advantage vs. Area Effects: Advantaged when testing abilities to avoid explosive blasts, dragon’s breath, or noxious gas.
    • Backstab: Deal +D6 damage attacking undetected close by.
    • Climb Sheer Walls: Scale surfaces impassable to others.
    • Hide in Shadows: Disappear in dark places when still.
    • Move Silently: Travel soundlessly even while armed.
    • Pick Locks: Lockpick quickly and quietly.
  • Specialties (level 2+): Assassin, Bard, Thief
  • Starting Pack: Crossbow & Bolts (6), Dagger, Knives (3), Gambeson (+2 Defense), Grappling Hook, Lockpicking Kit, Oil Flask, Rations (3), Rope (50’), Tinderbox, Torch, Waterskin

The Zealot

The Zealot is a crusader for a higher cause who uses Will to channel divine energy.
  • Hit Die (HD): D8
  • Wearable Armor: Any
  • Drive: Purge evil and restore order
  • Starting Feats: Advantage vs. Poisons and Disease, Guidance, Lay on Hands, Oath, Spare the Dying
    • Advantage vs. Poisons and Disease: Advantaged when testing abilities against poisons or diseases afflicting you.
    • Guidance: Meditate in a sacred place to receive conviction of purpose—a quest.
    • Lay on Hands: Heal one ally for [level] HD + [Will] HP over a night’s rest, cure one injury, or remove one disease.
    • Oath: Make an unbreakable vow; all who hear believe you. Forsaking the vow means forsaking your feats.
    • Spare the Dying: Once a day, stabilize a dying ally with a touch.
  • Specialties (level 2+): Druid, Paladin, Prophet
  • Starting Pack: Morningstar, Shield (+1 Defense), Chainmail (+3 Defense), Book of Prayers, Rations (3), Tinderbox, Torch, Waterskin

The Mage

The Mage is a student of arcane lore who uses Wit to cast and acquire spells.
  • Hit Die (HD): D4
  • Wearable Armor: None (Armor negates feats)
  • Drive: Uncover and harness a secret power
  • Starting Feats: Advantage vs. Magic, Arcana, Grimoire, Inscribe Spell, Prepare Spells, Prestidigitate, Spellcast (Wit)
    • Advantage vs. Magic: Advantaged when testing abilities against magic channeled directly at you.
    • Arcana: Touch an object or creature for 1 turn to sense the presence of magic within.
    • Grimoire: Begin with a spellbook containing D4 random Initiate Spells plus [Wit] Initiate Spells of your choice:
      1. Aural Glamour
      2. Illusory sound emanates from a point nearby for [power] turns.
      3. Charm
      4. [Power] non-hostile, non-magical creatures regard you as a friend for [power] hours. They may try to resist again every time you demonstrate otherwise.
      5. Circle of Protection
      6. Draw a circle around you large enough for [power] people that no magical creature can enter. Lasts [power] hours.
      7. Detect Magic
      8. Sense nearby magic for [power] turns.
      9. Floating Disc
      10. Create an invisible disc which floats after you and can carry [power] x 300 lbs for [power] hours.
      11. Light
      12. Target (far) glows up to [power] x 30’ brightness for [power] hours.
      1. Lock
      2. Seal a door closed for [power] hours.
      3. Magic Missile
      4. A bolt of energy orbits around you for [power] turns until launched for D6 + [power] damage. Target cannot resist.
      5. Read Languages
      6. Comprehend any ordinary text for [power] turns.
      7. Read Magic
      8. Comprehend [power] magic writings such as spells or glyphs.
      9. Shield
      10. Invisible shield improves target’s Defense up to a total of +6 for [power] turns. Negates Magic Missile.
      11. Sleep
      12. Put [power]D8 nearby creatures to sleep. Creatures with an HD level less than yours cannot resist.
    • Inscribe Spell: Copy 1 spell/hour from another source to your spellbook. Requires use of the spell Read Magic.
    • Prepare Spells: After a night’s sleep, prepare [level + Wit] spells as a 1-hour ritual using material components.
    • Prestidigitate: Create tiny harmless magical effects like sparks.
    • Spellcast (Wit): Cast a prepared spell of 1 power using hands and voice. Once cast, the spell is gone until prepared again.
  • Specialties (level 2+): Sorcerer, Witch, Wizard
  • Starting Pack: Spellbook, Wand of Frost (slows a nearby target to half speed for 1 turn), Knife, Components Pouch, Alchemist’s Kit, Candle, Rations (3), Tinderbox, Waterskin

How to Play: Dungeoneering 101

What is a dungeon? A dungeon can be many things. A dungeon is the innermost keep of a castle, or its underground prison layer. A dungeon is the secret laboratory of an egomaniacal wizard. A dungeon is the imperial museum containing wonders plundered from other lands, just waiting to be reclaimed. A dungeon is any dark or dangerous place to be delved, explored, and escaped.

What is a dragon? A dragon, too, can be many things. A dragon is an ancient serpent with an insatiable lust for gold. A dragon is the undefeated general of an evil empire. A dragon is the robber-baron who steals the fruits of their workers’ labor and hoards it as capital. A dragon is any true monster at the end of the dungeon.

As a professional adventurer, you will delve dungeons full of dangers—not least among them dragons! Combat with any monster can be the deadliest danger of all. Clever adventurers sneak past monsters, outwit them, or avoid them altogether.

That said, the most powerful monsters often guard the most precious treasure. The deeper you delve the dungeon, the greater the danger—and the potential rewards. You’ll want to check for traps and hidden secrets as you go.

Time & Healing

Time in a dungeon is measured in turns. Each turn in a dungeon is 10 minutes. You can spend a turn to do one of any number of things—search a room, move carefully to a farther part of the dungeon, resolve a combat, listen at a door, force open a door, and so on as the Referee rules. Every time the party takes a turn, the monsters take a turn too! The Referee will roll to see if monsters encounter you.

Time in combat is measured in rounds. Each round of combat is 10 seconds. You can spend a round to move quickly nearby (about 30’) and take an action like an attack or channel magic.

Time in the wilderness outside the dungeon is measured in watches. There are 6 watches in a day, and each watch is 4 hours. You can spend a watch to travel to another wilderness hex area (2 miles dense terrain, 6 miles open), explore the current hex, or investigate a point of interest.

Don’t forget to find a safe place to make camp once a day for 2 watches to heal (1 HP/level for a hearty dinner and a sound sleep by a warm fire) and prepare magic for tomorrow!

Roleplaying & Rolling Tests

As stated, you as a player control your character, though you can also hire some followers to assist you. They’ll obey your commands as long as their morale holds steady.

To play the game, simply describe what you (as your character) do in the game’s fiction. The Referee decides whether it happens and how long it takes; they may ask you to describe in more detail how you accomplish it. At its core, Sojourn is a conversation between you the players and the Referee.

If you attempt a task that is especially complex, dangerous, or time-sensitive, the Referee might ask you to test your abilities by rolling a D20 and adding the relevant ability in order to meet or exceed a certain difficulty (DC) number, which is usually 16.

Easier tasks that would have a 50/50 chance of success for most people have a DC of 11. The Referee probably won’t ask you to roll for a DC lower than this unless there’s serious risk of harm upon failure, as in combat. Extremely difficult or dangerous tasks might have a DC of 21 of more.

Unless your Referee rules a task is impossible, a roll of a “natural” 20 is a critical success and never fails.

Similarly, a roll of a natural 1 is a critical failure and comes with additional consequences.

If special circumstances—such as attacking from high ground—apply in your favor or against your enemy’s, the Referee might grant you advantage on a test, meaning you roll two D20 instead of one and take the higher result. Similarly, tricky circumstances—such as being tossed about on a ship in a storm—might grant you disadvantage, meaning you roll two D20 and take the lower result.

The Referee might occasionally ask how you respond to an imminent danger. Think creatively; it could save your life! Some common tests of ability to defy danger might be:
  • Force to overpower a physical obstacle or endure the effects of poison, disease, and paralysis.
  • Finesse to dodge a fast-moving object, evade a trap, or perform a delicate task under pressure.
  • Wit to notice stealthy foes, unravel a complex spell, or discern the reality behind a convincing illusion.
  • Will to resist enchantment and possession, keep allies from fleeing, or intimidate a hostile foe from attacking.

Channeling Magic

Some classes and monsters are capable of channeling magic by casting a spell, invoking a miracle, or calling upon spirits. You can resist most magic channeled directly against you by a successful test of the type required by the Referee against the enemy’s magical force. Generally, test:
  • Force to withstand magic that alters or corrupts the body,
  • Finesse to dodge magical projectiles,
  • Wit to see through deceptive illusion magic, and
  • Will to endure magic that enchants or charms the spirit.
Resistance grants complete or partial protection depending on the magic in question. Assume magic can be resisted unless its description states otherwise.

To overpower a foe’s resistance of your magic, test your Wit or Will (determined by the magic type) against the foe’s relevant ability.

Anyone may attempt to use magic items they find in the world, but doing so is dangerous for the untrained. Without knowing how the magic works, they might trigger a mishap or find themselves subject to a curse.

Combat Rounds

When combat breaks out between players and monsters, the Referee determines whether one side has caught the other by surprise. Successful ambushers get a free surprise round to attack first.

Combat unfolds in 10-second rounds. Every combatant gets a chance to move and act each round, except the surprise round. Combatants move and act in order of their Finesse, with the highest Finesse combatant going first. Combatants with the same Finesse move and act simultaneously or roll D20 to break the tie.

OPTIONAL: If your Referee is using the variant interruption rule, magic channelers declare any magic they begin channeling at the beginning of each round. Channelers finish casting channeled magic last, after all the other combatants have acted. Anyone hit or moved while channeling magic must test their Force (DC 11 + the damage) or be interrupted and lose the magic.

Combat Movement & Action

In combat, you can move anywhere nearby (30’) if unencumbered, then act—or act first, and then move. The most common combat action is the attack. Other common actions include channeling magic, hiding, drinking a potion, dashing (move far) and withdrawing an item from your pack. Defend another as an action by standing before an ally and taking any attacks meant for them. You may also take one quick action per round, if the Referee rules the circumstances allow it. This is an action that only takes a split second—like dropping a weapon or shouting a quick command to an ally.

Range

Weapons, spells, and creatures each have useful
  • Touch is as far as you can stretch your hand.
  • Close is a few feet past touch, as with a sword (5’).
  • Reach is several feet past close, as with a polearm (10’).
  • Near is as far as you see the whites of a foe’s eyes (30-60’).
  • Far is shouting range (120-240’).

Attacking & Defending

To attack with a melee weapon, test your Force. If your roll meets or exceeds the enemy’s Defense, your attack hits. Roll your HD + Force to deal damage. To attack with a ranged weapon, test Finesse instead of Force. Unarmed attacks deal damage with a smaller die.
  • If you roll a natural 20 to attack, that’s a critical hit! You hit no matter what and deal max damage.
  • If you roll a natural 1 to attack, that’s a critical miss! The Referee tells you what goes wrong; usually your bowstring snaps or the enemy disarms you.
Be careful about firing ranged weapons into melee. On a critical miss, you might hit an ally!

To defend against an incoming enemy attack, test your Defense. If your roll meets or exceeds the enemy’s attack, the enemy misses you. If your roll is less than their attack, the enemy hits and you take damage. On a critical success (natural 20), make a free counterattack! On a critical failure, take maximum damage.

OPTIONAL: If your Referee is using the variant sunder rule, you may choose to absorb a blow (taking minimum damage) at the price of your shield or armor’s destruction.

Cover provides a Defense bonus against ranged attacks. Poor cover (such as another creature in front of you) grants +2 to Defense, good cover (such as thick underbrush) grants +4, and full cover (such as a wall) grants immunity to ranged attacks.

To grapple a foe as an attack, test your Force or Finesse vs. theirs (whichever is better). If you succeed, you both become grappled and cannot move away before escaping the grapple. Succeed on another test to subdue your foe; if you fail, continue grappling until one of you subdues the other or escapes. When subdued, you can do nothing that requires motion except try to escape. While both of you are grappled but neither of you are subdued, you can attack one another freely.

Running Away

To flee a fight going badly, forfeit initiative, then escape at the end of the round. Two fleeing characters can carry an unconscious character. If the Referee rules the enemy is relentless and capable of outrunning the party, a player character may decide to remain behind and hold the line so their comrades can escape.

Falling

Falling onto a hard surface deals D6 damage per 10’ feet. Creatures tend to fall at about 100’/second and 1,000’/round.

Fire & Flames

Things (and people) tend to catch on fire a lot around adventurers. A burning subject gains a fire die (D4 or, if flammable, D6) that deals a roll of damage every round. On a 1, the fire shrinks or goes out (if a D4). On the highest number of the die, the fire grows to a larger fire die (D6, D8, etc.) and spreads nearby. Shrink a fire die size by spending a round stamping it out or smothering it.

Death & Injury

When you drop to 0 HP, you fall unconscious and begin dying. The Referee will rule based on circumstances whether you die immediately or have a short window in which you can be saved.
NOTE: Hits that would deal more damage than your HP total below 0 always kill you instantly!
  • If you are not immediately dead, test your Force against a DC 11 to stabilize for a turn. Other characters may also attempt to stabilize you if proficient in first aid. On a critical failure, they make the wound worse, and you will die in 1 round.
  • If you stabilize but do not receive healing by the end of the turn, you begin dying again the next turn.
  • If you fail to stabilize, you will die at the end of the current turn.
When you regain consciousness after surviving a drop to 0 HP, roll 2d6 for a lingering wound:

Roll
Lingering Wounds
2
Brain damage, coma
3-5
Loss of hand, foot, or limb
6-8
Broken bones or torn fibers
9-11
Major scarring
12
Minor scarring, heal to 1 HP

Test your abilities at disadvantage for the first month while adjusting to any wound worse than scarring.

OPTIONAL: Once and only once, if your Referee permits, when you fail a test of Force to stabilize you may avoid death by retiring.

Stabilize miraculously. The moment you return to civilization, your character hangs up their weapons and retires from adventuring permanently. They remain alive and a part of the game world, and may take part in games as a supporting character, but they can no longer be controlled by a player. You, the player, then roll up a new character.

Conditions, Fatigue, & Debilities

Conditions are temporary effects remaining with you for a certain duration or until removed. Many conditions, such as allied spell effects, are beneficial. Others can be a big problem.

Foregoing sleep, food and water, or rest after combat or marching causes you to gain a level of fatigue (make camp to cure 1 level):
  1. Fatigued: -1 to all ability tests and damage rolls
  2. Exhausted: Disadvantage on all ability tests, speed halved
  3. Enervated: Cannot attack, defend, channel magic, or walk without assistance
  4. Dead: Dead.
Surviving certain magical and environmental effects might leave you in a temporarily debilitated state until you’ve made camp. Some example debilities include:
  • Confused: When acting in combat, 2 in 6 chance to attack allies and a 2 in 6 chance to do nothing
  • Dazed: Disadvantage on Will tests
  • Dulled: Disadvantage on Wit tests
  • Frostbitten: Move at half speed
  • Shaken: Disadvantage on Finesse tests
  • Sickened: Disadvantage on Force tests
  • Weakened: Disadvantage on damage rolls

Followers

When in town, you can recruit followers to aid in adventuring. Noncombatant followers typically charge 10 coin a day per level, though the Referee may adjust the cost for supply and demand. Noncombatant followers will likely refuse to enter a dungeon.

A skilled mercenary hired for dungeoneering and danger will expect an even share of the party’s coin, treasure, and XP income.
  • A follower skilled in combat has a D8 HD and adds +1/level to your attacks and damage.
  • A follower skilled in infiltration has a D6 HD and adds +1/level to your attempts at lockpicking.
  • A follower skilled in healing has a D6 HD and heals you for +1/level HP during a night’s rest.
  • A follower skilled in spellcraft has a D4 HD and grants you +1/level prepared spells.
A follower can take a hit for you, but doing so may cause them to flee. Test their Will + your Will combined (DC 11 + damage taken) to maintain their morale and hold their ground.

You may also have to test your followers’ Will if the Referee determines the party is a losing a fight, or if a party member is killed or knocked unconscious.

Equipment

While in town be sure to stock up on tools, weapons, and rations. Items you carry are measured in loads. An item or bundle up to 5 lbs (or roughly the size of a human head) is 1 load. Two-handed weapons and shields are 2 loads.

You can carry loads equal to your Force + 10. Any more than that, and you become encumbered, moving at half speed and gaining 1 fatigue/hr.

OPTIONAL: If your Referee is using the variant supply rule, measure your stock of consumable items abstractly:
  • Whenever you use consumable supplies such as torches, rations, or ammunition, roll a supply die beginning at D8.
  • On a 1-2 that supply die is replaced by a smaller supply die (D8 → D6 → D4).
  • When you roll a 1-2 on the final supply die (D4), your supplies are gone.

Weapon & Armor Properties

While weapons deal damage based on the character wielding them, weapons and armor themselves have unique properties:
  • +n Defense: Adds n to Defense.
  • 2H: Can be wielded two-handed.
  • Crushing: Destroys armor on critical strike.
  • Hair-Trigger: Attack first every combat round even if surprised.
  • Heft: May add Force to ranged rolls instead of Finesse.
  • Heavy: Can only be used effectively by Warriors and Zealots.
  • Jams: Jams on a critical miss and cannot be used until cleaned.
  • Light: Can be used effectively by all classes but Mages.
  • Piercing: Ignores armor; subtract it from the foe’s Defense.
  • Precise: May add Finesse to melee rolls instead of Force.
  • Reload: This weapon must be reloaded as an action.
  • Thrown: Can be thrown as a ranged weapon.
  • Touch, Close, Near, Far: See Range above.
Some game worlds include firearms at the Referee’s discretion. Flintlock weaponry ignores armor completely, at the cost of expensive ammunition, great noise, and unreliability. Like crossbows, flintlocks must be reloaded between rounds. They are also prone to jamming on critical misses, requiring careful cleaning.

Items, Services, & Prices

Sojourn assumes you haggle when purchasing goods and services. For prices up to 10 coin, subtract your Will from the price (no lower than 1 coin). For prices up to 100 coin, subtract your Will x 10 from the price. For prices up to 1,000 coin, subtract your Will x 100, and so on.

Melee Weapon
Properties
Load
Coin
Axe, Battle Close, 2H
2
5
Axe, Hand Close, Thrown (Reach), Heft
1
1
Club Close
1
.5
Dagger/Knife/Gladius Close, Precise, Thrown (Reach)
1
1
Hammer, War Close, 2H, Crushing
4
10
Mace/Flail Close, Crushing
1
10
Polearm/Glaive Reach, 2H
2
20
Rapier Close, Precise
1
25
Spear/Javelin Reach, Thrown (Near), Heft
2
2
Staff Reach
2
20
Sword, Bastard/Great Close, 2H
2
25
Sword, Long/Katana Close
1
15

Ranged Weapon
Properties
Load
Coin
Axe, Hand Close, Thrown (Reach), Heft
1
1
Bow, Hunting Near
2
15
Bow, Long Far, Heft
3
60
Crossbow Near, Hair Trigger, Reload
1
20
Dagger/Knife Close, Thrown (Reach)
1
3
Dart/Shuriken (6) Near
1
1
Pistol, Flintlock Near, Hair-Trigger, James, Piercing, Reload
1
150
Musket, Flintlock Far, Hair-Trigger, James, Piercing, Reload
3
250
Sling Near
1
1
Spear/Javelin Reach, Thrown (Near), Heft
2
2

Armor
Properties
Load
Coin
Chainmail +3 Defense, Heavy
4
75
Gambeson/Leather +2 Defense, Light
2
20
Plate Armor +5 Defense, Heavy
10
500
Scale/Yoroi Armor +4 Defense, Heavy
6
200
Shield +1 Defense, Heavy
1
15

Transport
Load Borne
Coin
Barge/Ferry
15
50
Cart
20
10
Elephant, War
40
4,000
Elephant, Work
30
1,200
Galley, Small
50
2,500
Galley, Large
100
5,000
Galleon, Freight
200
10k
Galleon, War
15
20k
Horse/Camel, Riding
10
40
Horse/Camel, War
12
400
Mule
15
20
Ox/Buffalo
20
80
River Boat / Sampan
20
150
Rowboat
10
20

Gear
Load
Coin
Ammunition: Bow/Bolt Quiver (12)
1
2
Ammunition: Cartridge/Musketball Pouch (6)
1
10
Backpack
1
5
Barrel
5
2
Bedroll
2
1
Blessed Herbs/Incense
0
10
Block & Tackle
1
5
Bottle (Wine), Glass
1
2
Candle (6)
1
1
Case, Scroll
1
1
Chain (10’)
1
30
Chalk (12)
1
1
Chest, Jewelry
1
2
Clothes, Common
0
5
Clothes, Fine
0
20
Components, Spell
1
20
Crowbar
1
1
Fishing Net (25’)
1
4
Flask, Steel
1
1
Flint & Steel
1
1
Grappling Hook
1
1
Hammer
1
1
Holy Symbol, Wooden
1
1
Holy Symbol, Silver
1
25
Holy Water, Flask
1
15
Ink Bottle
0
1
Ladder (10’)
3
5
Lamp, Oil
1
1
Lantern
1
10
Lock
1
20
Manacles
1
15
Mirror, Pocket
0
20
Musical Instrument, Simple
1
5
Oil (Gallon)
1
1
Parchment (Stack)
1
1
Pole (10’)
1
10
Pot, Iron
1
1
Powder Horn, Black
1
20
Rations (1 day)
1
1
Rope (50’)
1
5
Sack
1
1
Shovel
1
2
Spike, Iron (4)
1
1
Tent, Pavilion
5
50
Tent, Personal
2
10
Tinderbox
1
1
Tome, Blank
1
30
Torch (3)
1
1
Waterskin
1
1
Whistle
0
1

Services
Coin
Assassination, Common
25
Assassination, Royal
500
Bordello (1 night)
15
Bribe, Business Protection
75
Bribe, Common Dowry
20
Bribe, Official (Small Favor)
50
Bribe, Official (Big Favor)
100
Bribe, Official (Loyalty & Silence)
500
Follower, Mercenary (1 week)
Share
Follower, Noncombatant (1 day)
10/lvl
Healing (1 night)
15
Inn (1 night)
5
Meal, Feast
15/ea
Meal, Modest
2
Repairs
25%
Silvering a Weapon
100

Treasure
Load
Coin
Coin Purse, Noble’s
1
250
Crown, King/Queen’s
1
5,000
Gem, Flawless (Cut)
1
2,500
Gem, Flawless (Uncut)
1
500
Hoard, Adult Dragon’s
50
120k
Hoard, Baron’s
30
50k
Hoard, Merchant’s Life Savings
12
2,000
Hoard, Royal Treasury
100
200k
Tribute, Emperor’s
25
25k
Tribute, Jarl/Warlord’s
3
500
Tribute, King/Queen’s
10
10k

Dwelling
Coin
Hovel/Lean-To
20
Hut/Cottage
500
House, Single-Family
2,500
Chalet/Mansion
50k
Fortress Keep
100k
Castle
250k
Palace, Grand
1m
Dwelling Upkeep, Monthly
1%

Advancing Characters: Leveling Up

Once you have enough experience, you can spend it over a night’s rest to advance to the next level:

Experience (XP)
Level
0
1
1,500
2
3,000
3
6,000
4
12,000
5
24,000
6
48,000
7
96,000
8
192,000
9
384,000
10

Every time you level up, roll HD in number equal to your level, then add your Force to the result. If the total is higher than your current max HP, increase your max HP to the new total. Your max HP cannot be increased above 30 except by magical means.
  • Upon reaching level 2, choose one of your class’s specialties (see below) to gain new feats
  • On odd levels beginning at level 3, increase any ability of your choice by 1.
  • On even levels beginning at level 4, choose a new feat from your specialty.

Specialties

Upon reaching level 2, choose one of your class’s specialties. This specialty will grant you new core feats and access to additional feats as you continue to level (see above). These specialties can be found in the Sojourn core rule book, which you can grab as a PDF (name your own price) or order as a physical copy. Specialties for each class include...
  • Warrior:
    • The Berserker is a battlemaster of relentless fury, capable of striking down numerous foes in quick succession.
    • The Duelist is an unmatched 1-on-1 fighter, disarming and destroying foes in single combat.
    • The Ranger is a beastmaster and skilled navigator of the wild, capable of surviving inhospitable places and tracking the most elusive monsters.
  • Rogue:
    • The Assassin hides in plain sight, a ruthlessly efficient killer who vanishes without a trace.
    • The Bard is a preternatural performer, imbuing songs with magic that charms, inspires, and subtly alters reality.
    • The Thief is the ultimate infiltrator and escape artist with a finely honed instinct for survival.
  • Zealot:
    • The Druid is a priest of nature, preserving the balance of the world against humanity’s ever-encroaching hubris through wild magics and communion with primordial spirits.
    • The Paladin is a righteous vanguard, upholding oaths to smite evil and defend the innocent.
    • The Prophet is a cleric of divinity, invoking miracles to heal the sick and plague the wicked.
  • Mage:
    • The Sorcerer evokes volatile energies from distant planes to unleash devastating and often unpredictable powers.
    • The Witch (or Warlock) enjoys the power and craft that come with the patronage of an otherworldly benefactor and the aid of a familiar.
    • The Wizard is a master of the arcane arts, hoarding spells and secret rituals of power over every conceivable circumstance.
If you are new to dungeon-crawling games, you might want to try The Berserker, The Thief, The Paladin, or The Wizard before other specialties.

At the Referee’s discretion, after level 6 you may opt to multiclass by taking on another class’s core feats in place of additional specialty feats. If the new class has a higher HD than your original class, use the higher HD for weapon damage. When rolling for your max HP, use a proportionate combination of the HD types.

Advanced Rules

In the Sojourn core rule book you will find advanced rules for:
  • class specialties & multiclassing
  • magic & miracles, including over 150 unique spells & rituals
  • referee tools for preparing an adventure, running encounters, and designing campaigns beyond your first dungeon
  • a bestiary full of unique monsters to fill your worlds
  • MANOR CAMBIO: Rebel’s Rescue, a complete levels 1-3 heist crawl adventure featuring a multi-floor dungeon full of intrigue and strange secrets
  • ...and so much more!
So what are you waiting for?
Grab SOJOURN in print or PDF and start playing today!


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