It’s Dangerous to Go Alone! Take This.

Loot by Rebekah Bennington

Hello friends! Happy Torchbearer Thursday.

It’s been a busy few weeks but I think we’re now back on track. Today, I want to take a look at a some near gear that might help your adventurers survive the dangerous world of Torchbearer. Take a look!

Arming JacketOb 3Worn/torso 1Bustling Metropolis
Reinforced HelmetOb 3Worn/head 1 and Neck 1Bustling Metropolis
BootsOb 2Worn/feetBusy Crossroads
Thick Leather GlovesOb 2Hands/worn 2 or Pack 1Busy Crossroads
BandolierOb 2Worn/torso 1Busy Crossroads
CaskOb 2Hands/carried 2 or Pack 4Busy Crossroads
Refined OilOb 4Pack 1 or Hand/carried 1Bustling Metropolis
TallowOb 1Pack 1All Settlements
Sack of BeansOb 2Pack 2All Settlements
Wheel of CheeseOb 3Pack 3All Settlements


Arming Jacket

A quilted linen or wool jacket. Worn under chain (+1 torso slot) or under plate (no additional inventory), an arming jacket acts as leather armor once the chain or plate is damaged.

Reinforced Helmet

A stout helmet with an aventail to protect the neck and throat. Can sustain two hits before becoming damaged.


+1D for travel in rain or rough roads.

Thick Leather Gloves

+1D to resist heat or injury from work or +1D equipment for Laborer. Factor for all fine motor actions like spell casting, shooting, carving, etc.


Holds three slots for pack 1 items (not in bundles: no rations, torches, candles, coins, gems, etc.)


A cask holds 4 draughts for water, ale or wine.

Refined Oil

Lanterns use refined oil as fuel. Cost and inventory represents two flasks of refined oil. A flask of refined oil will fuel a lantern for four turns.


A pound of tallow grease (beef fat) that can be used as supplies for Alchemy, Survival and other tests requiring grease or an accelerant.

Sack of Beans

A sack of dried beans. Provides supplies for 2d6 Cook tests. Cannot be eaten without cooking. Comes in a small sack.

Wheel of Cheese

2D6 Preserved Rations or six uses of supplies for cooking.

Notable Replies

  1. Thor says:

    Good question! It’s a hierarchy (from most restricted availability to greatest availability):

    Wizard’s Tower/Religious Bastion
    Bustling Metropolis
    Busy Crossroads
    Remote Village
    All Settlements

  2. By the way, these are great! Thanks!

  3. Jared says:

    I created boots as footwear with this benefit:
    Boots provide protection against a "lost/damaged shoes" result or twist. Another lost/damage result or twist will affect them.

    Also: new skill!


    Tailors create cloaks, gloves, hats and raiment out of fabric. Cobblers create boots and shoes. They may mend damaged goods at -1 ob. Glovers and Hatters gain +1D to create gloves and hats, respectively, but suffer a factor when creating other cloth garments.

    Suggested Help for Tailor: Peasant
    Suggested Help for Cobbler: Leatherworker
    Beginner’s Luck for Tailor: Will

    Tailor Factors
    Garments: Cloaks, Hats, Gloves, Raiment, Finery (Finery includes one free refinement)
    Refinements: Add +1 to the ob per refinement. Examples include: bejeweled, fine detailing, embroidery, exotic fabric, fur-lined. The garment’s cash value/cost and difficulty increased by +1 per refinement.

    Cobbler Factors
    Footwear: Sandals*, Shoes or slippers, Boots

    *Treat sandals as shoes that cannot be mended if damaged. Footwear may possess refinements.

  4. Thor says:

    If you wore two satchels, I’d ding you for the backpack penalty (factor to all fighter and dungeoneer tests). If you wore at satchel and a bandolier, I wouldn’t.

    No change to the cloak. It takes a torso slot.

  5. Jared says:

    Kest, Peasant is incredibly useful! We use it all the time—mending, animal handling, cleaning…

    As for Tanner, I got you covered:


    Tanners use salt, smoke, offal, dung, urine and chemicals to turn animal hides into useable material for leatherworkers, armorers and other crafters. The curing stage is lengthy and malodorous and may only be done in Town. Tanners can also create rawhide (uncured animal hides) or buckskin (soft, cured animal hides). Tanned skins can be used to make leather-bound books, vellum scrolls, leather or hide armor, boots and shoes and many other useful products. Tanners are also able create glue from remnants of the tanning process. Tanners can use chemicals from Alchemists and fresh skins from Hunters and Trappers as supplies.

    Suggested Help for Tanner: Laborer
    Beginner’s Luck for Tanner: Will

    Tanner Factors
    Quality: Rawhide, Buckskin, Exotic (reptile, ostrich, stingray) or Mighty (ob equal to the beast’s Might +1 per armor or weapon benefit)
    Quantity: The ob is determined by the slots required to wear an object. For example leather armor takes up 1 torso slot, so tanning enough rawhide for a suit of leather armor is ob 2 (1 for the material + 1 for the quantity).


    Leatherworkers cut, carve and shape treated leather to create armor, clothing, straps and belts, waterskins, shoes and boots and binding for spellbooks. Leatherworks use leather from Tanners and tools from Smiths as supplies.

    Suggested Help for Leatherworker: Armorer
    Beginner’s Luck for Leatherworker: Will

    Leatherworker Factors
    Scrolls and books: Scroll case, Traveling Spellbook or Journal, Spellbook or Tome
    Containers: Belts and pouches, waterskins and satchels, backpacks
    Clothing: Hats, Gloves, Shoes, Boots
    Armor: Bracers, Helms, Leather armor, Barding (dogs), Barding (horses)
    Equipage: Tack (Bridles and reins), Saddles

    Leather helmets provide 1 point of armor on a roll of 4-6 on 1d6, then become broken. Anyone who can wear a hat may wear a leather helmet. Boots provide protection against a "lost/damaged shoes" result or twist once before becoming lost or damaged on subsequent twists.

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