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.

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    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.

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Recent Posts

Get a Job!

Loot by Rebekah Bennington

Hello friends!

In the Guild Hall section of the Town chapter Torchbearer1Page 91 we note that adventurers can use the Guild Hall to find work. It’s a great option if adventurers find themselves short of coin while in town, but as written the jobs only pay out a pouch of silver and there isn’t much guidance for GMs about what sorts of jobs the guilds might provide.

A while back, Luke was giving my adventure, The Secret Vault of the Queen of Thieves, a once-over, and got inspired by the two new town locations I include there: The Docks and the Thieves’ Guild. Here’s the result.

By default, these jobs are only available in the dwarven halls, bustling metropolis and busy crossroads because they’re the only settlements with guild halls. You could add these to other settlements with a bit of finessing though: In a religious bastion, perhaps various temples offer work in a fashion similar to guild halls, for instance.

Available Work

You can look to pick up a little work in this town if you have time to kill and a purse to fill. You need to know who to ask though. So finding work requires a Circles test. If you pass the test with extra successes, you’ve got multiple options: You may take your current result or choose the next higher or next lower job. If you meet the obstacle but don’t exceed it, you’re stuck with the result of the roll. If you fail the test, the GM gives you a twist or condition.

Dwarven Halls: Ob 4
Bustling Metropolis: Ob 2
Busy Crossroads: Ob 3

Finding Work Lifestyle Cost: +1 (this covers the Circles test; there are always bribes to be paid)

These jobs are the only ones on offer this town phase. The GM should generate the pay based on the appropriate entry. The employer will state what’s on offer, but payment is only made on completion of the job to the client’s satisfaction.

The task column describes possible tasks that will need to be completed to collect your pay. This could consist of a single test, a conflict, or even a side adventure.

Business is Business

Doing work in town (making tests to complete a job) counts as personal business and increases your lifestyle cost. Therefore you want to complete your work as efficiently as possible.

Available Work Table (2d6)

RollJobTaskPay (roll 1d6)*
2Speak to rival guild
leadership about
harboring a criminal
Convince, Intimidate,
Persuade
1: Large sack of copper
2-4: Satchel of silver
5-6: Satchel of gold
3Speak to rival guild
leadership about
missing guild
member or client
Convince, Intimidate,
Persuade
1: Small sack of copper
2-4: Small sack of silver
5-6: Small sack of gold
4Speak to rival guild
leadership about
missing shipment
of materials
Intimidate, Search1: Small sack of copper
2-4: Small sack of silver
5-6: Small sack of gold
5Speak to rival guild
leadership about
outstanding debt
Convince, Intimidate,
Persuade
1: Small sack of copper
2-4: Small sack of silver
5-6: Small sack of gold
6Collect bills
from wayward
adventurers
Intimidate, Persuade,
Shake down
1-3: Small sack of copper
4-5: Pouch of silver
6: Pouch of gold
7Stand watch duty
for wealthy guild
member
Roll new
Town Event
1-3: Small sack of copper
4-5: Pouch of silver
6: Pouch of gold
8Transport an item
from the guild hall
to a hotel in town
Navigate, Carry,
Guard
1-3: Small sack of copper
4-5: Pouch of silver
6: Pouch of gold
9Transport an item
from the guild hall
to the town
government
Carry, Guard,
Convince
1: Small sack of copper
2-4: Small sack of silver
5-6: Small sack of gold
10Transport an item to
a home in a nearby
settlement
Navigate, Carry,
Guard
1: Small sack of copper
2-4: Small sack of silver
5-6: Small sack of gold
11Borrow prized item
from rival guild
Steal1: Small sack of copper
2-4: Small sack of silver
5-6: Small sack of gold
12Speak to temple
priests about
inefficacy of
recent sacrifice
Intimidate1: Large sack of copper
2-4: Satchel of silver
5-6: Satchel of gold

Note (*)

  • Pouch of silver: 1D, pack 1
  • Pouch of gold: 2D, pack 1
  • Small sack of copper: 1D, pack 2
  • Small sack of silver: 2D, pack 2
  • Small sack of gold: 4D, pack 2
  • Large sack of copper: 3D, Pack 6
  • Satchel of silver: 3D, Pack 3
  • Satchel of gold: 6D, Pack 3

What do you think? Let us know if you use any of this stuff. We want to hear about it!

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