Forget the Kender! Part 2

Join us as we continue our SAGA System, four-episode Dragonlance: Fifth Age game called Forget the Kender! with this second episode. When the SAGA System was developed to take Dragonlance into the Fifth Age after Dragons of Summer Flame, My friends and I played this game a lot. Its focus on story and dramatic adventure was a refreshing change to the rules heavy Advanced Dungeons & Dragons 2nd Edition we had played for years.

Episode Setup

Previously on Forget the Kender! The intrepid heroes traveled to Duntol for their annual harvest festival. Many for the opportunity of seeing and purchasing some rare Khurrish artifacts. On the road they were reminded just how small they are as the dragon overlord Beryl soared above them all, striking Dragon Awe and panic in the hearts of everyone. They entered the village and eventually ended up at the parade grounds where the vendor Frush asked Angor to go after a missing caravan of the very Khurish artifacts they came for. They traveled through the hills and marshlands before being surprised by a scouting party from Sable, the dragon overlord. Narrowly escaping defeat, they find the guard of the caravan, Garreth Fhallsten telling a story about an invading force from Sables realm to the free realm of Duntollik. The party turns back to warn the leadership of Duntol, forgetting their search for Terrie Wistlefist, the kender caravan leader.

About SAGA System:

The SAGA System is a role-playing game system that uses “fate cards” to determine the effects of actions. The cards have numbers, suits, positive and negative states, and role-playing cues that guide the Narrator in telling the story and administering the game. It was published by TSR. Sue Cook was the brand manager and helped design the SAGA game rules.

In SAGA, a player holds a hand of fate cards that represent his health and the range of actions he can take. The maximum number of cards he can hold is determined by the number of quests he has completed. This replaces the experience points system of many other role-playing games. The cards replace dice-rolling, as well. When a player attempts an action, he plays a card from his hand. If the suit on the card matches the action type (swords for strength-related actions, for example) it is considered “Trump.” Playing a trump card means that the player can draw another card from the top of the Fate Deck and add the number on it to his total for attempting the action. When a character takes damage, the player must discard the number of points of damage to be taken from his hand. When a player has no more cards in his hand, the character is unconscious.

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