Forbidden Lands Players Handbook
LIGHT & DARKNESSSPRING SUMMER AUTUMN WINTERMorning Light Light Light DarkDaytime Light Light Light LightEvening Dark Light Dark DarkNighttime Dark Dark Dark Darkfails, the animal goes lame. It cannot continue,and another successful ANIMAL HANDLING rollis required for the animal to recover and be ableto travel the next day. If this roll fails, there areno options other than to put it down.LEAD THE WAYEvery time you move on the map, you mustappoint one person to LEAD THE WAY. Thisindividual is called the pathfinder. The pathfindercan LEAD THE WAY and HIKE at thesame time, but they cannot also K EEP WATCH(see below). Usually, the same person will actas pathfinder for an entire Quarter Day, butnothing stops you from changing the pathfinderwhenever you enter a new hexagon.Every time you enter a new hexagon on themap, the pathfinder makes a SURVIVAL roll,modified by the PATHFINDER talent if she hasit. Success means you find a viable path intothe hexagon and you move on without anyproblems. Failure means that you still enterthe hexagon, but you suffer a mishap and mustimmediately roll on the table on the next page.DARKNESSIn the dark, travel through the wildernessis dangerous. Getting lost or choosing thewrong path is an ever-present risk. The pathfinder’srolls get a –2 penalty during the darkQuarter Days of the day, and everyone inthe group without the ability to see in thedark must make a SCOUTING roll – failuremeans they fall and take 1 point of damageto Strength.The winters are darker than the summersin the Forbidden Lands. In the winter, thereis light only during the Day, while all theother Quarter Days are dark. In autumn andspring there is light in the Morning and Day,while the Evening and the Night are dark. Insummer, darkness only reigns during theNight. See the table above.BACK AGAIN?If you return to a hex on the map where youhave been before, you don’t need to make anotherroll to LEAD THE WAY. It is up to you theplayers to keep track of where you have beenduring your journeys.147journeys
D66 MISHAP EFFECTLEADING THE WAY MISHAPS11–12 Quicksand The ground gives way under your feet. You have walkedinto an area of quicksand. You are completely stuck,and you must roll MIGHT to escape. If you fail, yousuffer 1 point of damage to Agility and must roll again.Whoever pulls free can help anyone who is still stuck.You also need to go around the treacherous areaand won’t make any progress on the map during thisQuarter Day.13–21 Blocked Terrain The way forward is blocked by rocks, fallen trees, thickshrubbery, or flooding (depending on the terrain typein the hex). You must roll MIGHT or MOVE to be able tomove forward. If you fail, you suffer 1 point of damageto Strength and must roll again. Anyone who rollssuccessfully can help anyone who did not. You won’tmake any progress on the map during this QuarterDay.22–26 Lost You realize that you have walked in a circle. You arelost and won’t make any progress on the map duringthis Quarter Day. Your pathfinder must also roll SUR-VIVAL successfully to find her way out of the hexagon.One roll can be made per Quarter Day.31–32 Sprained Ankle Your pathfinder falls or twists her ankle and suffers acritical injury, equivalent to result 25–26 in the tablefor blunt trauma on page 197.33–34 Torn Clothes Your clothes are damaged. Your boots break or yourrobe rips on thorny plants or sharp rocks. You mustroll for the effects of cold. Your clothes can be mendedby making a successful CRAFTING roll.35–36 Landslide You are walking in rough terrain when the ground suddenlyopens beneath your feet. You must roll MOVE – ifyou fail, you suffer an attack with four Base Dice andWeapon Damage 1 (blunt trauma).41–45 Downpour A massive rainfall or snow storm (depending on thetime of year) catches you unawares. You must rollfor the effects of cold (page 111). You must also seekshelter until the storm has passed and won’t make anyprogress on the map during this Quarter Day.148chapter 7
- Page 97 and 98: the attack. If the defender has alr
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D66 MISHAP EFFECT
LEADING THE WAY MISHAPS
11–12 Quicksand The ground gives way under your feet. You have walked
into an area of quicksand. You are completely stuck,
and you must roll MIGHT to escape. If you fail, you
suffer 1 point of damage to Agility and must roll again.
Whoever pulls free can help anyone who is still stuck.
You also need to go around the treacherous area
and won’t make any progress on the map during this
Quarter Day.
13–21 Blocked Terrain The way forward is blocked by rocks, fallen trees, thick
shrubbery, or flooding (depending on the terrain type
in the hex). You must roll MIGHT or MOVE to be able to
move forward. If you fail, you suffer 1 point of damage
to Strength and must roll again. Anyone who rolls
successfully can help anyone who did not. You won’t
make any progress on the map during this Quarter
Day.
22–26 Lost You realize that you have walked in a circle. You are
lost and won’t make any progress on the map during
this Quarter Day. Your pathfinder must also roll SUR-
VIVAL successfully to find her way out of the hexagon.
One roll can be made per Quarter Day.
31–32 Sprained Ankle Your pathfinder falls or twists her ankle and suffers a
critical injury, equivalent to result 25–26 in the table
for blunt trauma on page 197.
33–34 Torn Clothes Your clothes are damaged. Your boots break or your
robe rips on thorny plants or sharp rocks. You must
roll for the effects of cold. Your clothes can be mended
by making a successful CRAFTING roll.
35–36 Landslide You are walking in rough terrain when the ground suddenly
opens beneath your feet. You must roll MOVE – if
you fail, you suffer an attack with four Base Dice and
Weapon Damage 1 (blunt trauma).
41–45 Downpour A massive rainfall or snow storm (depending on the
time of year) catches you unawares. You must roll
for the effects of cold (page 111). You must also seek
shelter until the storm has passed and won’t make any
progress on the map during this Quarter Day.
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chapter 7