Building Better Golems

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Learned scholars have long debated the process and efficacy of creating automata, artificial creatures capable of ambulation and decision making. Methods of both arcane and divine origin have been...

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'Old School' New Schools

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In Torchbearer— as in B/X Dungeons & Dragons— magic spells are highly self-contained things. They give you all the rules you need to use them, and they only very rarely note how they might interact...

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Converting Monsters

Behold, a vision in my scrying orb... there are brave scholars who pray for guidance as they pore through the ancient tomes. Those calls shall not go unanswered.

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The Answer to Your Prayers

I just finished editing some awesome upcoming Magician and Elf spells for our Kickstarter-funded, Zine Quest, Mordite Press presents: The Grind, a Torchbearer Zine. But what about the humble (or...

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The Turns Before The Grind

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Reflections on the adventurer life, for soon The Grind shall hit.  

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Actual Play: Floating Castle Ardmor, Part 1

Mordite Press is playing through Shane King’s adventure Floating Castle Ardmor, which is available for free under the Dungeoneers license. The adventure is still in its “alpha” playtesting phase, so...

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Journey to the Dreaded Isle

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When Luke Crane announced Kickstarter's Zine Quest back in November, we started kicking around ideas.  

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The Orc Warmonger

Mordite Press presents a new Torchbearer class for heartless players and GMs: the Orc Warmonger (PDF).

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Master's Manual III: Versus Tests and Conflicts

In Part II, we discussed Obstacles and how to evaluate what obstacles were challenging for a given party. Today we're going to look at versus tests and monsters, and how to gauge just how dangerous a...

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Master's Manual II: Obstacles

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In Part I we discussed how skill and ability tests against obstacles are only a part of Torchbearer’s overall flow. A lot hangs on how the GM presents information to the players and the choices that...

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Boss Monsters: They Have a Cave Troll...

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Boss Monster battles offer interesting challenges for players and GMs. Players have to strategize a little differently and GMs have to juggle a few more pieces. Let's look at what these special rules...

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Master's Manual: Pacing

The Torchbearer rulebook has solid advice on running the game, and I recommend periodically re-reading it as your Torchbearer campaign unfolds. Specific headings like Describe to Live and...

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