Stronghold Events are to add flavor to having a home. These should be used as fun events or a start to a story, not viewed as punishment. The scale of these events is up to the StoryGuide, but they should be scaled to make the events engaging. Roll 1d100 Event 28-100 Nothing of note 27 … Read more
A rewrite of the 2018 SagaBorn Sanity book, Horror modernizes the wording and streamlines the mechanics for the SagaBorn 1.5 game system. If you want to add an element of foreboding to your game, or even a single adventure, the Horror system adds an easy ruleset to do so. Horror rules in SagaBorn attempt to … Read more
Long gone are the days when a dungeon delve was the main focus of most adventures. These days we have many story focused games which spider web out into intrigue and treachery. Or you build allies and followers who help you solve the mystery set before you. The game master already has so much on … Read more
A set of very simple crafting rules for D20 systems. Crafting is used to repair or make new items. Crafting is tied to skills from the Core Game. Each character can know one crafting skill per 3 levels. *While written for the Sagaborn Roleplaying Game, these rules can be used for most other d20 roleplaying games.
Build your home, become part of your world. Strongholds is a system for helping the players build a home for the SagaBorn Roleplaying System. Wizard’s towers, rogue’s hideouts, and warrior’s fortresses allow the adventurers to make the land their own. Simple rules to add depth to your tabletop game, Strongholds is a system streamlined enough … Read more