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Torchbearer GM Sheet
Torchbearer GM Sheet
A turn contains one test or conflict. Every fourth turn, the adventurers earn a condition. Torches, lanterns and candles are expended at the end of the second, third and fourth turns respectively.
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The Grind
Type
Every fourth turn during the adventure phase, all characters earn a condition. If your character is not hungry and thirsty, you become hungry and thirsty. If your character is already
hungry and thirsty, then you take the exhausted condition. If youre already exhausted
and hungry, take the angry condition. If youre already angry, exhausted and hungry, you
become sick. If youre already angry, exhausted, hungry and sick, you suffer an injury. If
youre angry, exhausted, hungry, sick and injured, youre made afraid. If those six conditions
are checked on the fourth turn, your character diesyou unceremoniously drop dead from
exhaustion.
Note that these conditions are imposed in a different order than on the character sheet to
better reflect the grind of this kind of life. And to keep you on your toes.
Camp
Camp Procedure
To make a test in camp, spend a check: test
Find appropriate place to rest
to recover, reequip, create scrolls, gather
Use Survivalist skill to set up camp (optional
supplies, but not adventure
in adventure phase)
Each player spends a check. You cannot
Roll on Camp Events table
spend two in a row
Apply Camp Events result. If disaster,
Checks may be shared (or tossed!)
return to adventure phase
After checks are expended, start new
Strategize: discuss conditions, checks, light
adventure phase at turn count 1
sources and food
Light Sources
Light
Dim
Lasts
Notes
Candle
1 person
1 person
4 turns
Torch
2 people
2 people
2 turns
Lantern
3 people
3 people
3 turns
Requires a flask of oil as fuel. Provides only dim light if set down. Doused as a twist.
Darkness
(no light)
You cannot read or draw your map and thus cannot make Cartography or Scholar tests. You may only flee, riddle or
argue if engaged in a conflict. And darkness is a factor in all tests except riddling.
Dim Light
Characters near a light source but not covered by it are in dim light. Dim light counts as a factor in all tests except riddling.
Town
Tavern: Hear Rumor (1), Drink (1), Hire Help (1-3)
Street: Free! Roll on events table.
Stables: Recover (1), Hide out! (0)
Flophouse: Recover (1), +1 additional recovery
Inn: Recover (2), +1-2 additional recovery
Hotel: Recover (3), +1-2 additional recovery
Town P
Procedure
T
d
Make recovery tests according to
Head to town
accomodations.
Spend remaining checks to recover
Visit town locations: market, guild hall, tavern,
Roll on Town Events table
temple, etc. Take turns.
Apply Town Events result. If disaster, return
Find work: hire yourself out, dig for leads,
to adventure phase.
follow up rumors.
Level up (if rewards spent)
Leave town: tally up lifestyle and test
Strategize: discuss conditions and divide loot.
Resources against that obstacle.
Decide if youre haggling individually.
Determine accomodations
2013 Luke Crane, Thor Olavsrud and Ben Morgan. Permission granted to make copies for personal use. www.TorchbearerRPG.com
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2
1.
2.
3.
4.
Critters, Kobolds
People, Goblins, Frog People, Tomb Guardians
Adventurers, Orcs, Gnolls, Horses, Dire Wolves
Bugbears, Giant Spiders, Owlbears
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5.
6.
7.
8.
Item
Item
Cost
Inventory Slots
Armor
2d6
Cost
Inventory Slots
Ob 3
hand/carried 1 or pack 1
Ob 1+
Ob 3
hand/carried 2
Chainmail armor
Ob 3
torso/worn 1
Helmet
Ob 2
head/worn 1
Leather armor
Ob 2
torso/worn 1
Battle axe
Ob 4
torso/worn 2
Bow
Ob 3
in quiver or hand/carried 2
Crossbow
Ob 4
Plate armor
Clothing
Prayer supplies
Weapons
Cloak
Ob 2
Dagger
Ob 1
belt/weapon or hand/carried 1
Finery
Ob 4
torso/worn 3 or pack 4
Flail
Ob 2
hand/carried 2
Shoes
Containers
Ob 1
feet/worn 1
Halberd
Ob 3
hand/carried 2
Backpack
Ob 1
torso/worn 2
Hand axe
Ob 1
belt/weapon or hand/carried 1
Mace
Ob 2
belt/weapon or hand/carried 1
Gear Subtable
Dwarven or elven
weapon
Standard weapon
4
5
2d6
Gear Subtable
Helmet
Shield
Container (choose
specific kind)
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11
Skill supplies
Equipment
12
2d6
2d6
hand/carried 2
6-9
Cash
Bottle
Ob 1
pack 2
Polearm
Jug
Ob 1
pack 3
Shield
Ob 1
hand/carried 1 or torso/worn 1
Gems
10
Pouch, belt
Ob 1
worn/default slot
Sling
Ob 1
Quiver
Ob 2
torso/worn 1 or belt/weapon
Spear
Ob 1
hand/carried 1
11
Jewelry
Sack, large
Ob 1
hands/carried 2 or pack 1
Sword
Ob 3
belt/weapon or hand/carried 1
Ob 1
hands/carried 1 or pack 1
hand/carried 2
Treasure map
Ob 3
12
Two-handed sword
Satchel
Ob 1
torso/worn 1
Warhammer
Ob 3
hand/carried 2
Ob 1
belt/default slot
Ob 2
hand/carried 1 or pack 1
Garlic
Ob 1
Grappling hook
Ob 3
hand/carried 1 or pack 2
Hammer
Ob 2
hand/carried 1 or pack 1
Ob 1
pack 1
Mirror
Ob 4
hand/carried 1 or pack 1
Waterskin/wineskin
Equipment
Pole, 10
Ob 1
hand/carried 2
Rope
Ob 2
torso/worn 1 or pack 2
Ob 2
pack 1
Thieves tools
Ob 4
pack 1
Tinderbox
Ob 1
pack 1
Wolfsbane
Food
Ob 2
pack 1
Ob 1
pack 1
pack 1
Use Loot Table 1 for planned encounters. Use Loot Table 2 for unplanned
encounters like twists.
2d6
Loot Table 1
2-3
Knowledge
4-8
Gear
9-11
12
2d6
2
Loot Table 2
Knowledge
3-6
Gear
7-10
Stuff
Valuables
Magic
11
Valuables
12
Magic
3d6
11
Knowledge Subtable
Lore that presents a lead for a further adventure
2d6
Magic Subtable
Level 3 magical item
Indecipherable notes
d6
1-4
Loot Subtables
3
Loot
3d6
Ob 3
Stuff Subtable
free
skin/bottle/jug 1
Bag of rocks
12
Rusty keys
Wine
Light Source
Ob 1
skin/bottle/jug 1
Bones
13
Potion level 1
Candles (4)
Ob 1
hand/carried 1 or pack 1
String
Lantern
Ob 4
hand/carried 1 or pack 2
Dried leaves
14
Some teeth
15
Lint
16
Dice
10
Worthless coins of
unknown provenance
17
A rusty nail
11
18
12
Water
Torches (4)
Ob 1
hand/carried 1 or pack 1
Magical and Religious Equipment
Scroll (see description) Ob 3
pack 1
Spell supplies
Ob 1+
Ob 4
pack 2
Holy symbol
Ob 3
neck/worn 1
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