Campaign Worksheets for the Torchbearer Roleplaying Game by Liz Larsen updated 8.26.2013 RECORD SHEETS 1. Campaign Setting Record Sheet 2. Regional Travel Record Sheet 3. Town Record Sheet 4. Adventure Site Record Sheet 5. Monster Record Sheet 6. Character stock & Character Class Record Sheet 7. Magic Record Sheet TUTORIALS I. Campaign Setting Creation & Recordkeeping I. CAMPAIGN SETTING & REGIONAL TRAVEL CREATION METHOD This method of campaign setting creation and record keeping expands upon the procedures outlined in the Torchbearer rulesbook to include formal documentation of regional travel routes. 1. Using the _Campaign Setting Record Sheet_ and sketch a map of your campaign world. Be sure to include the following features: a forbidding mountain range, a major river, a major road, a coastline, and an ancient forest. Label these and other major geographical features with appropriate names. 2. Using a different colored pen or pencil, divide your campaign setting into a number of geographical regions. 4-9 regions is recommended, any more than that is a much larger world (you could roll 1d6+3 if you like.) Give each region its own name and record it on the map. 3. Record the names of all regions in the provided boxes on the _Campaign Setting Record Sheet_, name your campaign setting, and write a brief paragraph about the history and basic concept of this scarred and dangerous land. 4. Print out a _Regional Travel Record Sheet_ for each region in your campaign setting and make sure these sheets are named to match the master list on the _Campaign Setting Record Sheet_. Roughly sketch the geographical features of each region, but be sure to leave plenty of space to add sites and towns. Write a brief description of the land of each region, trying to give each one a strong environmental concept and theme. Also mention what peoples and monsters live there. 5. Populate each region with 1-3 towns (you could roll 1d3 if you wish.) Make sure you've got at least one of each of these types of towns represented in your campaign world, but give them unique names: Elfland, Dwarven Halls, Religious Bastion, Bustling Metropolis, Wizard's Tower, Remote Village and Busy Crossroads. Record the names of the towns on the _Regional Travel Record Sheet_ maps. U 6. Lay out all your _Regional Travel Record Sheets_ and sketch roads and travel routes between the towns, making sure that no towns are completely isolated from the others. If any of these travel routes is potentially hazardous or long, then number it so you can add some notes about the journey from place to place. 7. For each numbered travel route, record the number in a travel route space on the bottom half of the _Regional Travel Record Sheet_. Choose either a 1, 2 or 4 step journey based on how hazardous or long the journey between the starting point and destination is. Record the name of the starting point and destination in the boxes provided. For each step listed below the destination, briefly notate a problem or terrain feature which travellers must circumvent to make the journey. 8. Now add 3-9 adventure sites to each region, naming them on the map. Create more travel routes between towns and adventure sites, or between adventure sites and other adventure sites. The further from town (number of travel route steps), the harder the adventure site will be to plunder. Leave plenty of room to add adventure sites during the game. 9. For each Town and Adventure Site, fill out a _Town Record Sheet_ and _Adventure Site Record Sheet_. 10. When you're done, you should have a campaign world with 4-9 regions, 4-27 towns, and 12-81 adventure sites. These steps don't need to be completed all at once before a campaign starts. Just do a starting region, a town, and some adventure sites if you're overwhelmed, and build from there.