Up the Valley (Torchbearer RPG)

Game Master Branding Opportunity

A cooperative campaign


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Discord Chat

This is where we'll be discussing the game.

Everyone should begin by going to the Torchbearer RPG Downloads page and download the "Torchbearer Sheets Bundle" and the "Torchbearer Cheat Sheet".

After everyone checks in here and confirms they have downloaded both, we can begin the character creation process.


Discord Chat

As I mentioned in the Recruitment thread, I'd like to begin with character creation.

1) Pick a class: Halfling burglar, human magician, dwarves outcast, elven ranger, human there, or human warrior. The human paladin has also been mentioned, which is a holdover from the first edition, but which I think is fine for now.

I would recommend that you print out a character sheet for yourselves, as I think it will help you begin to understand the rules as I explain them.

FYI, posting in this thread means you are interested and committed to playing with the criteria I mentioned in the recruitment thread.


I will go with human warrior. Sheet and cheat sheet downloaded.


And I'll go with the Human Magician. Starting to look through the 2E playtest stuff today.


Done


Discord Chat

OK, here we go. Get our your character sheets and note the following down.

As far as I can see here, we have two folks who have chosen classes: Havocprince with human warrior and Taimat with Human Magician.

Havocprince, please note the following on your character sheet:

Stock: Human
Class: Warrior
Abilities: Distribute 8 points between Will and Health; neither may be lower than 2 or higher than 6.
Skills: Fighter 4, Hunter 3, Commander 2, Mentor 2, Rider 2
Traits: Heart of Battle

Taimat, please write the following on your character sheet:

Stock: Human
Class: Magician
Abilities: Distribute 8 points between Will and Health; neither may be lower than 2 or higher than 6.
Skills: Arcanist 4, Lore Master 3, Alchemist 2, Cartographer 2, Scholar 2
Trait: Wizard's Sight

Here's some more basic info:

DICE AND TERMS
Torchbearer uses common six-sided dice for all rolls. In order to decide the outcome of uncertain events in the game, we roll handfuls of dice— usually three to six. The number of dice rolled depends on how skilled your character is in a particular area and how much help you have in addition to a few other considerations.

In each roll, every die counts as its own result. It’s either a “yes” or a “no.” A yes is called a success. The more successes, the better. Any die that comes up as a “no” result is a hindrance to your cause and doesn’t count toward passing the test. We call those dice wyrms. They’re bad for business!

Successes
A 4, 5 or 6 result on a die is a success. After the dice are rolled, count up all your successes.

Wyrms
A 1, 2 or 3 result is a wyrm.

When you roll dice, you need successes in order to pass the tests set before you in the game.

OBSTACLE
Obstacles are integral to the game. They are descriptive—a steep climb, a rusty lock, a stubborn bill collector—but they’re also described as a number, usually from 1 to 10. The number attached to the obstacle tells you how many successes you need to roll to pass the test.
If A rusty lock is an Obstacle 4 test, I have to roll four successes on my criminal skill to pass the test and open the lock.
Since obstacle is a game system term for Torchbearer, we often shorten it to “Ob” followed by a number indicating the difficulty:

For example, Ob 6 tests are tough to pass.

If you do not roll enough successes to meet your obstacle, the game master introduces a twist (a new obstacle) or gives you a condition in exchange for getting what you want.

+1D, +2D
+1D, +2D, etc., indicates you add the indicated number of dice to your ability or skill before you roll the dice. If you see a notation for just “2D” that means two dice.

-1D, -2D
-1D, -2D, etc., means you subtract the indicated number of dice from your ability or skill before you roll the dice.

+1s, +2s
The +1s or +2s notation indicates that a number of bonus successes are applied to passed or tied rolls—never to failed rolls.
+1s means that if you’ve passed or tied the roll, add another success to your total.

-1s, -2s
If you see a notation for a -1s or -2s, subtract the indicated number of successes after you roll, pass or fail.
-2s indicates that after you roll, subtract two successes and then determine if you passed or failed the roll.

HELP
Help is a potent mechanism in Torchbearer. If you have the same skill or ability that another player has been called to test, you can assist your mate in the endeavor. Your help is worth +1D to the roll. And when you do help, hand them one of your dice. It’s the law of the land.

REROLL 6
Some rules in the game allow you to reroll a die that comes up a 6. When using these rules, leave the die that rolled a 6 on the table so it can be counted. Pick up a new die and roll it for your bonus roll.
If you have a penalty that subtracts successes on a roll, finish rerolling all of your dice before applying the penalty and counting your successes.

2d6, 3d6
If you see a listing for 1d6, 2d6 or 3d6, the lowercase d indicates you roll that many dice and add the results together.

MARGIN OF SUCCESS
As you read on, you’ll see the term “margin of success.” For example:

Reduce your opponent’s disposition by your margin of success.

Margin of success is a game term that means “count each extra success over what you needed to pass the test and use that number.”

If you needed three successes but rolled five, you have a margin of success of two.

MARGIN OF FAILURE
Margin of failure is the opposite of margin of success. It means that you count the number of successes by which you failed the test and use that number.

If you needed three successes and you rolled none, you have a margin of failure of three.

TRAITS
Every character has quirks or ticks imposed by parents, upbringing and life experiences. We call those bits of history and old scars traits. In Torchbearer, your traits both help you and hinder you.

Since you are 1st level, your traits allow you to add one die roll (1d6) to one roll per session if you invoke it. Since we are playing in PbP and not a F2F game, I will let you know when the session has expired. In the game, adding a d6 to your roll is written as so: +1D.

USING TRAITS TO BENEFIT YOURSELF
When you want to use a trait to benefit a roll, describe your action and incorporate the trait into your narration. If the group feels it’s appropriate, take your trait benefit for that test. Be creative with your traits. They are open to interpretation, so you can be inventive and surprise the other players with interesting descriptions of your character.

USING TRAITS AGAINST YOURSELF
If you can incorporate a trait into your description of your character’s actions so that it hinders you, you apply a penalty to your roll.
* You can suffer a -1D penalty to your roll
* You can give your opponent +2D in a versus test
* You can break a tie in your opponent’s favor.
You may use each trait against yourself only once per session.

CHECKS AGAINST TRAITS
If you use a trait against yourself, you earn a resource called a check. You spend checks to make rolls during the camp phase. If you don’t have any checks in the camp phase, your character can help others or use an instinct but not initiate tests or conflicts. Otherwise, you flop down on your bedroll and pass into a restless, fruitless sleep.


I am going with Dwarf Outcast


Discord Chat

DWARF OUTCAST

Stock: Dwarf

Class: Outcast

Abilities: Will 3, Health 5

Skills: Fighter 4, Dungeoneer 3, Armorer 2, Sapper 2, Orator 2, Scout 2

Trait: Born of Earth and Stone

A NOTE ON CLASSES:

MAGICIAN
Magicians have tapped into a special part of themselves called the memory palace. This part of their mind allows them to capture and store magical spells and release them upon command. This art is called arcanism, and it is a dangerous road to travel.

OUTCAST
These are dwarves who could not tolerate the rigid life in the holds and halls of their ancestors. Tough and resourceful, outcasts can grow into mighty heroes or greed-mad tyrants.

WARRIOR
Mercenaries, soldiers, defenders, marauders—warriors have been a part of civilization since its birth. Warriors are comfortable in armor and handy with every type of weapon. They can grow into great commanders or cunning combatants.


Discord Chat

If you’re playing a human stock character, choose one of the following skills and give it a rating of 3 or, if you already possess the skill, increase its rating by one to a maximum of 4:
* Criminal
* Laborer
* Haggler
* Pathfinder
* Peasant
* Survivalist


Discord Chat

I apologize, but this game will be front loaded with a lot of rules discussions.

EDIT: Please ask lots of questions at this point and let me know when you have "caught up" and finished updating your character sheet with all the above information.

P.S.: It's best to have lots of different skills among all the players, so if you have a choice, pick ones that someone else hasn't already.


No need to apologize, better to be clear on the rules at the start of things.


I am updated or at least as best I can be until I can print out a character sheet.


Discord Chat

Just found a form-fillable PDF version of the character sheet!


Now I am even more updated.
I also dot and deleted in gameplay so this will show up in my campaign tab


Taimat's character here, I should be all caught up.


Discord Chat

Next comes the selection of where you call home. Each type of settlement has its own culture as represented by the skills and traits it provides. Choose one skill for your character from the settlement’s list and give it a rating of 2 (if you already have the chosen skill, increase the current rating by one up to a maximum of 4). Additionally, choose one trait for your character from their home’s list and start it at level 1.

Elfhome (elves only)
Skills: Healer, Mentor, Pathfinder
Traits: Calm, Quiet

Dwarven Halls
Skills: Armorer, Laborer, Stonemason
Traits: Cunning, Fiery

Religious Bastion
Skills: Cartographer, Scholar, Theologian
Traits: Defender, Scarred

Bustling Metropolis
Skills: Haggler, Sailor, Steward
Traits: Extravagant, Jaded

Wizard’s Tower
Skills: Alchemist, Lore Master, Scholar
Traits: Skeptical, Thoughtful

Remote Village
Skills: Carpenter, Peasant, Weaver
Traits: Early Riser, Rough Hands

Busy Crossroads
Skills: Cook, Haggler, Rider
Traits: Foolhardy, Quick-Witted


Discord Chat

I would suggest you each post what skills you are picking so that we avoid accidental overlap.


Took peasant 3. Health and will split evenly for 4/4

Remote village: carpenter 2, rough hands 1


I went with
Laborer 3
Wizard's Tower to bump Scholar (w/ Skeptical)
and with my Social Grace I went for Manipulation.


Discord Chat

I'll move ahead a bit slower as we're still waiting on Elbowtotheface to update us on their skill and home choices.

What Are Your Social Graces?

How do you convince people that you’re right or to do what you need? C

Choose one skill:
* Haggler
* Manipulator
* Orator
* Persuader
If you don’t already have the chosen skill, give it a rating of 2. If you already have it, increase it by one up to a maximum of 4.


Discord Chat

WHAT IS YOUR SPECIALTY?

Each player chooses a unique specialty for their character—no two can have the same specialty. Give the skill a rating of 2 (if you already have the chosen skill, increase the current rating by one up to a maximum of 4):

* Cartographer
* Cook
* Criminal
* Dungeoneer
* Haggler
* Healer
* Hunter
* Manipulator
* Pathfinder
* Persuader
* Orator
* Rider
* Sapper
* Scavenger
* Scout
* Survivalist

Underline your specialty skill on your character sheet.

I will eventually copy all of the rules text over to the Campaign tab so that it can be more easily referenced; at least all the rules that don't pertain to character creation, since we'll hopefully be done with that by then.


Busy Crossroads
Cook 2
Quick-witted 1

Social Grace
Haggler 2

Specialty
Criminal 2


Persuader 2
Specialty hunter making it 4


Discord Chat

Cool, let's continue. Next is picking your "wise" and language.

How Are You Wise?
Wises are a category of special abilities that represent your fields of expertise. They are not rolled; instead they augment other abilities and skills.

Dwarves: Choose one of the following: Dwarven Chronicles-wise or Shrewd Appraisal-wise; take a second wise of your choice following the guidelines in this section. Either take one of our examples or invent one of your own.

Humans: Choose one wise. Either take one of our examples or invent one of your own.

Specific Location Wises
* You can be wise about terrain features and adventure locations— Ironwold-wise, Temple of Black Skulls-wise, etc. Note the terrain feature or adventure location and add “-wise” to it.

Specific Monster Wises
* You can take a wise about a particular sort of monster—Dragon- wise, Ghoul-wise, etc. Note the monster on your character sheet and add “-wise” to it.

Specific Group Wises
* You may take specific wises for types or groups of people— Barbarian-wise, Bjorning-wise, Gott-wise, etc. You may develop your own wise to represent a group. For example: Armorer-wise, Apiarist-wise, Bandit-wise, etc.

Specific Thing Wises
* Wises can also be about things—Book-wise, Ice Storm-wise, Trap-wise, Ugly Truth-wise, War-wise, etc. Note the thing on your character sheet and add “-wise” to it.

Languages
* Wises determine what languages you speak in addition to your native tongue. If you are Dwarf-wise, you speak Dwarvish. If you are Dragon-wise, you speak Dragon Tongue.


Shrewd Appraisal-wise
Trap-wise

Common
Dwarven


Discord Chat

Great! Next comes Nature.

NATURE

Nature is a special ability with three descriptors attached to it. These descriptors determine how your Nature is used in play.

* If you’re a dwarf, write Nature: Dwarf on your character sheet. Your descriptors are Delving, Crafting and Avenging Grudges.

* If you’re a human, write Nature: Human on your character sheet. Your descriptors are Boasting, Demanding and Running.

BASE NATURE

* All characters have a base Nature of 3. Answer the three questions appropriate to your character’s stock to determine your starting Nature score and possibly some wises and traits.

* Some Nature questions give you the option to change the trait you gained from your home to another trait. If you exchange a trait for a new one, its starting level is 1. If you already have the chosen trait, increase its starting level by one.

For example. my elf was raised in the dwarven halls and I chose fiery as my home trait. I answer the third elven nature question in the negative and thus may select fiery, curious or restless. If I select curious or restless, I replace fiery with that trait at level 1. If I select fiery again, fiery starts at level 2.

DWARF NATURE QUESTIONS

* When your kin are slain and their halls plundered, will you spend your blood avenging them? Or will you demand a blood price from the kin slayers and council your people to let sleeping dragons lie?

* Would you plunge ever deeper into the bones of the earth looking for treasures untold? Or do you fear what you would uncover should you dig too deep?

* Do you yearn to spend your days crafting wondrous objects from silver and gold? Or do you prefer to spend gold, preferably other people’s?

HUMAN NATURE QUESTIONS

* Do you sit by the hearth at night drinking and boasting of your great deeds? Or do you spend those chill nights quietly preparing for the dark times to come?

* When the elves and dwarves voice their concerns, do you demand to be heard as an equal? Or do you bow your head and listen to the wisdom of your elders?

* Would you flee from the hordes of goblins, beasts and monsters who prey on civilization? Or will you plunge into their midst, questing for glory?


Blood money!
Deeper!
Spend it!


Discord Chat
ElbowtotheFace wrote:

Blood money!

Deeper!
Spend it!

Blood money: Replace the Avenging Grudges descriptor with Negotiating.

Deeper!: Increase your Nature by 1.

Spend it!: Set your starting Resources to 1.


There is a slash on the Nature slot on the character sheet. So should nature be 4/4 or something else


Discord Chat
ElbowtotheFace wrote:
There is a slash on the Nature slot on the character sheet. So should nature be 4/4 or something else

Yes, I believe so. That's for when you spend Nature points during play.


And if Nature gets to high we get retired, correct?


Discord Chat
ElbowtotheFace wrote:
And if Nature gets to high we get retired, correct?

Correct, but you don't have to really worry about that during character creation :)


Bow-wise

Common

Prepare for the hard times ahead

Dwarves know Dwarven things, elves know elven things, and humans know human things. It is good to listen to the elders for their knowledge.

I hunt, whether that is prey food, fierce wolves, or the monsters that threaten man, I hunt by Noden I hunt.


Discord Chat
Havocprince wrote:

Dwarves know Dwarven things, elves know elven things, and humans know human things. It is good to listen to the elders for their knowledge.

I hunt, whether that is prey food, fierce wolves, or the monsters that threaten man, I hunt by Noden I hunt.

Prepare: Increase your class trait to level 2.

Listen to elders: Take a second wise (dwarf-wise, elf-wise, or politics-wise)
I hunt (I'm guessing this means you "plunge into their midst"?), if so: If you do not fear those who prey on civilization, you may replace your home trait with Loner, Foolhardy or Defender. If you have one of these traits already, increase it by one.


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Heart of battle becomes 2.
I will take dwarf-wise gaining Dwarven language.

I will replace rough hands with Loner, a quiet man given to long periods of hunt bringing back what he can to feed his village... maybe they are all long dead now, murdered by the monsters of the lands... now he will make sure no other suffers the same loss...

I am the night... I am owlhunter...


Actually pretty excited about how he is turning out. Looking forward to the next bit of building.


Discord Chat

Still waiting for Taimat to chime in before we continue.


Oh, sorry! I should have everything filled in for as far as we've come.


Discord Chat

Circles and Relationships

Circles can be used to find help and information when you are in town. Relationships can be introduced whenever appropriate.

Answer the following questions to generate relationships and a Circles rating. You cannot take a friend, parents, mentor and an enemy. You can choose to have three of the four at best.

Circles starts at 1; your answers to the questions below add to that rating:

----------------------------------

* Do you have friends who enjoy your occasional visits or are you a loner, tough and cool?

If you have a friend, add +1 Circles. Some friends will help on the road or in the wild; others will help in towns. See the Starting Friend rules.

If you are a loner, tough and cool, your Circles starts at 1, and you have an enemy. Write down the name of your nemesis or mortal enemy on your character sheet and see the Starting Enemy rules.

Skip the rest of the Circles and Relationships questions and take the Loner trait at level 1 or increase it by one if you already have it. Also, go get snacks for the rest of the group while they finish answering the Circles questions.

-----------------------------------

* Do you have parents you can stomach talking to or are you an orphan?

If you have parents, add +1 Circles. Note your family name or parents’ names on your character sheet. Choose a trade for your parents from your hometown’s skill list.

If you’re an orphan, you have a keepsake from your parents that is worn around your neck or on one hand (worn/neck or worn/hand). Describe its sentimental value. It is worth 1D of treasure. Put it in your inventory.

-----------------------------------

* Did you have a mentor or did you make your own way in this rough life?

If you have a mentor, add +1 Circles. Your mentor is a 7th level adventurer of the same class. Note your mentor’s name on your character sheet.

If you made your own way in life, you start with a pouch of gold coins worth 2D of treasure (belt 1). Put it in your inventory.

------------------------------------

* Have you made an enemy in your life or have your dubious deeds managed to escape notice?

If you have made an enemy, add +1 Circles. Note your enemy’s name and see the Starting Enemy rules.

The benefit for not having an enemy is not having an enemy.

-------------------------------------

Starting Friend Rules

* Decide if your friend is townsfolk or an adventurer. Write your friend’s name on your character sheet.
* If your friend is town-bound, choose in which settlement they live and choose a profession from your hometown’s skill list for them.
* If an adventurer, choose their class and specialty for them. Their level is equal to yours, leveling up as you do.
* Determine the last place you saw your friend.

Starting Enemy Rules

* Your first enemy is always a rival or nemesis on a path similar to yours. How did your enemy destroy your life and set you on this path? Write your enemy’s name on your character sheet.
* The game master determines your enemy’s class and notes it privately.
* Your enemy is your level +1, leveling up as you do.
* Determine the last place you saw your enemy.

---------------------------------------

Starting Resources
Though you may have been wealthy, well-accoutred or wholesome once, now you have fallen on hard times. Your pockets are empty, much like your stomach. All you own you carry on your back. Adventurers start with Resources 0, unless otherwise noted.


I'm confused a bit by circles: If I already have the Loner trait, does that prevent me from having friends or parents? And if so, doesn't being a Magician mean that I must have a Mentor? So how does that interact together?


As much as circles sound important, I might as well continue down the path of the reluctant hero and perpetual loner. He has no friends, no family, all were killed at the hands of goblins that raided his village while he was out hunting. Oh wait, did I just become goblin slayer but as an adult... hmm... well, Loner 2, and can his enemy be a goblin with class levels that killed his wife and kids? A distinctive monster he hunts who turns up time and time again just to remind him he is still not strong enough, as if by some cruel fate or malicious immortals hand this goblin is always two steps ahead of him. Whatever he grows to love is inevitably taken away so that all he has left is his hatred of the beast and his skill in the hunt, neither ever being strong enough to finally end his grudge against this monster.

No wonder he gets along with dwarves.


Discord Chat
Rhevius wrote:
I'm confused a bit by circles: If I already have the Loner trait, does that prevent me from having friends or parents? And if so, doesn't being a Magician mean that I must have a Mentor? So how does that interact together?

Yes, you have no friends or parents, you increase the trait to level 2 and skip the rest of the questions, so no family and friends. You do have an enemy, however, so you need to fill in that information.

Having had someone teach you magic in the past and having a current Mentor whom you can actively draw on for support and encouragement are two different things.


Do you have friends who enjoy your occasional visits or are you a loner, tough and cool?
Yes, I have a friend, I have many in fact, I am very well liked.

Do you have parents you can stomach talking to or are you an orphan?
I am an orphan boy, thus is the nature of being an outcast.

Did you have a mentor or did you make your own way in this rough life?
I have a mentor who showed me the ropes and how to make it on the surface world as an adventurer.

Have you made an enemy in your life or have your dubious deeds managed to escape notice?
My schemes and skulduggery have thus far escaped notice.

Circles increased to 3
Resources 1


Discord Chat

Choose Adventuring Gear

All characters begin the game with a well-worn set of clothes and a utilitarian belt (shoes are optional). None of these items require inventory slots, but they’re handy to know about.

The following is a list of common adventuring equipment. When creating a character, you may choose to take as much gear as your character can carry.

* Choose whether you will carry a satchel or backpack. Fill it up with all the necessaries.
* If you hang a pouch or wineskin from your belt, fill them too.
Your inventory slots are listed on the back of your character sheet. Items can be carried, worn or packed into the appropriate slots. They take a number of slots as listed below:

Starting Equipment Choices
Backpack (worn/torso 2
Bottle (carried 1 or pack 2, holds 2 draughts)
Candles (carried 1 or pack 1 - 4 candles)
Cloak (worn/torso 1, carried 1 or pack 2)
Finery (worn/torso 1, carried 1, or pack 2)
Flasks of oil (carried 1 or pack 1 - 2 flasks)
Garlic (carried 1, pack 1 or worn/neck)
Grappling Hook (carried 1 or pack 2)
Hammer (Carried 1 or pack 2)
Holy water flasks (carried 1 or pack 1 - 3 flasks)
Iron spikes (pack 1 - 6 spikes)
Jug (carried 2 or pack 3 - 3 draughts)
Lantern (carried 1 or pack 2)
Mirror (carried 1 or pack 1)
Pole, 10' (carried 2)
Pouch (belt 1 or pack 1 - holds pack 1 item)
Quiver (worn/torso 1 or belt 2)
Rations, fresh (pack 1 - 2 portions)
Rations, preserved (pack 1 - 3 portions)
Rope (worn/torso 1 or pack 2)
Sack, large (carried 2 or pack 1 - empty)
Sack, small (carried 1 or pack 1 - 2 empty sacks)
Satchel (worn/torso 1)
Shoes (worn/feet)
Spell materials (worn/hands 1, worn/neck or pack 1 per spell)
Stakes and mallet (pack 1 - 3 stakes and a mallet)
Thieves' tools (pack 1)
Tinderbox (pack 1)
Torches (carried 1 or pack 1 - 4 torches)
Spell book (pack 2)
Water (skin/bottle/jug 1 - per draught)
Waterskin/wineskin (belt 1 or pack 1 - 1 draught)
Wine (skin/bottle/jug - 1 per draught)
Wolfsbane (pack 1)

* Magicians must take a spell book as part of their gear. See the Starting Spell book heading for its contents.

Choose Your Weapon

* Magicians may wield daggers and staves. Choose one of these
options to start.
* Outcasts may wield any weapon except great swords. Start with one weapon of your choice. Outcasts have the option to choose a shield as an additional, second weapon.
* Warriors may wield any weapon. Start with one weapon of your choice. Warriors have the option to choose a shield as an additional, second weapon.

Starting weapons are: battle axe, bow, crossbow, dagger, flail, great sword, halberd, hand axe, mace, polearm, shield, sling, spear, staff, sword, warhammer.

I'll give you the inventory info for each if you need it

Starting Armor

* Outcasts and warriors may take a helmet if they did not choose a shield as your additional weapon.
* Magicians and theurges do not start with armor, but a theurge may take a shield as noted above.

Armor Inventory Slots
Helmet (worn/head)
Leather Armor (worn/torso 1)

Starting Spell Books (Magician)

Magicians begin the game with a spell book that contains the spells they know. Masters tend to focus on particular schools of magic and teach their apprentices based on those areas of focus. Roll on the table below to determine your master’s specialty and the spells they taught you.

Roll 2d6 and I'll let you know the result


GM BrOp wrote:
Rhevius wrote:
I'm confused a bit by circles: If I already have the Loner trait, does that prevent me from having friends or parents? And if so, doesn't being a Magician mean that I must have a Mentor? So how does that interact together?

Yes, you have no friends or parents, you increase the trait to level 2 and skip the rest of the questions, so no family and friends. You do have an enemy, however, so you need to fill in that information.

Having had someone teach you magic in the past and having a current Mentor whom you can actively draw on for support and encouragement are two different things.

Got it, thanks!

Magic: 2d6 ⇒ (2, 4) = 6 Conjuration. Damn, I was hoping for Necromancy or Illusion.


Do dwarves have any sort of darkvision or such


Discord Chat
ElbowtotheFace wrote:
Do dwarves have any sort of darkvision or such

I don't believe so, no.


so many choices. So this is where I am starting if we want to coordinate gear a bit.

Head
- Helmet
Neck
- Necklace – Heirloom
Hands
- Carried
- Carried
- Worn
- Worn
Torso
- Backpack – Tinderbox, Torch (4), Robe (2 slots), Rations Preserved (3), Waterskin (Full)
- Leather armor
Belt
- Pouch – Thieves tools
- Weapon – Warhammer
- Skin – Water
Feet
- Shoes


Still working on my list. Hard to decide in some cases what I think would make sense.


Do I get anything for having Resources 1 instead of 0?

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