Sketch of adventurers atop a subterranean waterfall

Torchbearer Tools (2nd. Edition)

Note: Test version. Currently, Camp Events, Rumours, Guilds, Town Events, Weather, Home Events, Haggling, Omens, Street, and Telling Tales are implemented.

Loot is first-pass and may not work in every situation

To Do: Trade (Investors, Captain, Returns!), Dock; Reformat for usability

For bug reports and feedback, raise issues on github.

Camp Events (Scholar’s Guide. 90–96, 264–278.) This roller produces book results, but note the advice on p. 264:
The game master should incorporate camp events with a critical eye. Bend them, break them and bind them into the ongoing story. Modify them to suit, but never let the adventurers off easy—and never deny them a lucky break.

Other Modifiers (p. 93)
  • Some camp events add bonuses to future camp events rolls.
  • A previous camp disaster in this area while on this adventure imposes a -1 penalty on further camp events rolls. Each additional disaster imposes a cumulative penalty. A disaster is any event that forces an early end to a camp phase, regardless if the watch averts it or not.
  • The game master can impose a -1 camp events penalty if they feel one is warranted due to natural phenomena (like droughts, storms or earthquakes), if the adventurers have angered some terrible foe who hunts them, or if they are under the ban of some horrid curse.

What awaits you?