Non-Commercial Term Sheet

Torchbearer_Ds&DsTorchbearer Dungeoneers & Dragonslayers Non-Commercial Termsheet

  1. This is a plain language license for those who wish to create material for the Torchbearer roleplaying game for non-commercial digital publication. The license is between the authors, Luke Crane and Thor Olavsrud, and the licensee.

  2. This license grants the holder the right to create new supplementary material for the Torchbearer roleplaying game. The licensee may use Torchbearer rules and terms except when such use would reprint artwork or large or key sections of text of the rulebook. Character and monster statistics and descriptions are excepted and may be reprinted.

    1. Supplementary material eligible for the license includes but is not limited to: adventures, new artwork, monster statistics, town events, camp events, twists, weapons, spells and prayers, skills, traits, towns, traps, magic items and character classes

  3. To be eligible for the Torchbearer Dungeoneers & Dragonslayers non-commercial license, the licensee must use the associated logos and trade dress to designate the publication as part of this license.

  4. All Torchbearer Dungeoneers & Dragonslayers products are published without review. However, the authors reserve the right to revoke the license for reasons including but not limited to: poor presentation, offensive content or poor fit for the Torchbearer rules.

  5. We grant the licensee the right to distribute supplementary publications for Torchbearer in a digital format. Nothing may be charged for said publication and no fee or royalty will be paid by the licensee to the authors.

  6. The authors make no claim to the copyright of the licensed work except in areas limited by this license. All rights to trademarked terms are retained by the authors.

  7. We reserve the right to revoke this license at our discretion. If the license is revoked, the material must remove all reference to Torchbearer and the authors, including logos, rules and trade dress.

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Recent Posts

Adventure Design: Robber’s Bridge

Pont Valentré

Let’s make an adventure together. We’re going to take this bit by bit and I hope it will be an interactive process.

We’ll start with the process from the Adventure Design chapter in Torchbearer. I’ll provide my answers, but I’m looking to you to jump in with your own ideas. Nothing is set in stone yet. I’m giving this adventure the working title Robber’s Bridge. We’ll consider final titles later in the process.

Feel free to add your suggestions in this handy form. I’ll choose the best ones (or maybe even do a poll) to build out our adventure.

Imagine an adventure location

The first step is to imagine an adventure location. The image above is the Pont Valentré1There’s an amusing legend about the construction of the bridge in the Wikipedia entry. Check it out! It may inspire some of your suggestions for the adventure., a six-span fortified stone arch bridge across the Lot River to the west of Cahors, France. The bridge has three square towers (one at each end and one in the middle).

Let’s use this as inspiration. Our adventure location will be a ruined bridge castle. It’s fallen into disrepair and is no longer used for its intended purpose. Perhaps one or more spans have collapsed and no one today has the knowledge and/or the will to repair it? Our location doesn’t have to look exactly like this, though it could. We’re just using the image as a jumping-off point. Let your imagination lead the way.

What was the original purpose of the location?

The bridge was built to fortify the river crossing and enable the collection of tolls. While built with an eye to military purposes, toll collection was the primary purpose. The bridge is just wide enough for two wagons to pass abreast with a little room to spare. The fortified towers ensured that only those who paid the toll could enter the bridge, while the central tower allowed the defenders to close off each side of the bridge independently and rain missile fire down on attackers.

Who inhabited the adventure location originally?

I want to set this adventure in the Middarmark, in which stone fortifications of this sort are very rare. Dwarves could make something like this, of course. The Grælings were once quite close to the dwarves and may have been taught the secrets behind such engineering, though they would have been lost long ago. And we know the legendary Jarl Mærg the Mighty of Lost Mærgdal was enamored of stone fortifications. Or maybe it was a place of ancient, advanced humans like the Ylfarings? Perhaps the elves? Or giants?

My initial inclination is that it was a place of humans from a time when their knowledge was greater, but what do you think? Who made this place? Where was it? What happened to it?

What do the characters want to recover at the adventure location?

What would make the players interested in exploring this forlorn place? My first thought is that a bandit-lord has made the bridge his or her base and is using it to collect and protect treasure and other ill-gotten goods. Perhaps they’ve taken prisoners? Or some other precious object? Maybe a spell book or important relic?

But you tell me what you think is there. Why would the PCs go there?

Why has the adventure location not been plundered already?

If the bandits are using the broken bridge as a base, then whatever ancient treasures that were there have been plundered. But there’s lots of new treasure there due to the bandits’ activities. No one has plundered the plunderers. Yet. Or maybe there’s a secret treasury or vault in the structure that no one has discovered yet? If so, what has kept it hidden?

Who or what inhabits the adventure location now?

My first thought is that human and goblin bandits are using it as their lair these days. Perhaps pirates from the Brotherhood of Plunder, though they tend to confine their activities to Jeilirdal. Maybe a similar group? Something else entirely? I’m imagining this as a low-level adventure, but maybe you want more potent adversaries?

Let’s stop there. Once I’ve gathered your input on the above questions we can start to think about how the new inhabitants have altered the ruin and the types of traps and terrain the PCs might encounter.

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