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Checks: Spend them to recover conditions now using normal recovery rules. Otherwise hold onto them to earn experience from helping. You cannot spend checks to make tests in town. Roll on the Town Events table. Disaster indicates that you may not enter town. Uneaten fresh food spoils. Feed it to the dogs. Characters level up as soon as they enter town if they have spent the required rewards. Strategize. Determine if youre haggling. Determine your accommodations while in town.
North Gate
The Street
Activity
Life on the Streets!
Lifestyle Cost
Private Homes
Activity
Rest and Recover
Guild Hall
Activity
Use Facilities Hire Apprentice Find Work
Lifestyle Cost
Lifestyle Cost
+1 +1 +1
Hotel
Activity
Rest and Recover Additional Recovery
Market
Activity Lifestyle Cost
+3 +1-2 Buy/Sell
Lifestyle Cost
Temple
Activity Lifestyle Cost
+1 Religious Services Pray at Shrine
Other Activity
Activity
Haggle Personal Business Dig for Leads Do Research Other Activity
Lifestyle Cost
+1 +1 +1 +1 +1
Inn
Activity
Rest and Recover Additional Recovery
Tavern
Activity
Hear Rumor Drink Hire Help
Lifestyle Cost
+1 +1-2
Lifestyle Cost
+1 +1 +1-3
Stables
Activity Lifestyle Cost
+1 Recover
Leaving Town
Total lifestyle cost and test Resources against this obstacle to pay your debts. If you pass your test, have no tax or conditions, you start fresh. If you cannot pay your bills, youre visited by certain gentlemen interested in your nances. Rell waterskins, bottles and jugs with water. Rememorize spells and prayers Roll on Adventure Hooks table. Leaving town starts the adventure phase.
Hide out!
Flophouse
Activity
Rest and Recover
Lifestyle Cost
+1 +1
South Gate
Additional Recovery
2013 Luke Crane, Thor Olavsrud and Tony Dowler. Permission granted to make copies for personal use. www.TorchbearerRPG.com
Entering Town
Disaster Minor Inconvenience Peaceful Town Minor Break Lucky Break
11-12
4 5 6 7 8 9 10 11 12 13 14 15 16 17-18
Loot Item
Titles and Deeds
Inventory
pack 1 or carried 1
Value
No immediate cash value. Determines ownership of a piece of property. 1D 1D 2D 3D 2-6D (2d3)* 1-5D (2d3-1)* 2-7D (1d6+1)*
Copper Coins Silver Coins Gold Coins Gems Jewelry Silverware and Plate Objet dArt
pack 2 pack 1 pack 1 pack 1 worn 1 (head, neck or hand) pack 3 or carried 3 pack 4 or carried 4
Rugs and Tapestries pack or carried 6-12 2-12D (2d6)* * Value determined when sold in town. Roll randomly to determine value. You can increase the value of loot with a lucky Haggler test.
Guild Table
11 12 13 14 21 22 23 24 25 26 33 34 35 Apothecaries Armorers Bakers Barbers (surgeons) Bowyers Brewers Butchers Carpenters Chandlers Clothworkers Cutlers (knife makers) Dyers Farriers (horseshoes) 42 43 44 51 52 53 54 55 56 61 62 63 64 65 66 Fletchers Goldsmiths Loriners (bits, bridles, spurs) Plumbers Poulters Saddlers Salters Wheelwrights Skinners Vintners Weavers Scriveners Woolmen Shipwrights Magicians and Alchemists
45-46 Masons
15-16 Blacksmiths
31-32 Tanners
36-41 Fishmongers