Forbidden Lands Players Handbook

04.09.2021 Views

COMBAT & DAMAGE“What’s in a name?” Mormelan asked while wiping bloodfrom his blade on a silk handkerchief. “That which we calla heart, by any word would bleed as rich.” Reubenwald wasin no shape to respond, clutching his bleeding chest, but his lefthand reached for his grandmother’s magical dagger, hiddenin his boot.Life as an adventurer is hard and oftenviolent. You can run into wild beasts,malicious raiders, cold-souled RustBrothers, and demonic monsters. When someonegets in your way, sometimes you have nochoice but to hack your way through them.Combat can be rough for your player characterand can even be lethal. Before you entercombat, you should always ask yourself: Is itworth it?ROUNDS &INITIATIVEWhen a conflict begins, the first step is to determinewho has the initiative. Do this beforeanyone rolls dice for an action.DRAWING THE INITIATIVEGrab ten cards, numbered 1 through 10. Allthe players taking part in the conflict, eithervoluntarily or involuntarily, each draw a cardand the GM draws one card for every NPC.This is called drawing the initiative. The numberon the card determines the order in whichyou act in the conflict.Number 1 acts first, number 2 acts second,and so forth until everyone has acted.Place your initiative card by your charactersheet, so everyone can see in which order youall act. The GM puts her initiative cards infront of her.When all the participants in the combathave acted once, the round is over, and a newround begins. The round order remains thesame throughout the whole conflict – drawingthe initiative is only done once, at the start ofthe first round.83combat & damage

SURPRISEIf you perform an attack that the GM deemssurprising, you may draw two initiative cards,and choose which one of the two you want.The card you do not choose is put back in thedeck which is shuffled again before the others(either players or GM) draw their cards.TALENTSSome talents also allow you to affect your initiative.Read more in Chapter 4.CHANGING THE INITIATIVEYou never draw a new initiative card duringa fight, but you can exchange your initiativeCARDS FOR INITIATIVEIn the custom card deck for ForbiddenLands (sold separately),there are ten special initiativecards to use when drawing theinitiative. If you do not have accessto that deck, a normal deckof cards works fine, with the acesubstituting for the one.ROUNDS & TURNSIn the game, a round canrepresent any period from tenseconds up to a minute, dependingon circumstances andthe skills used.Another term used to keeptrack of time in the game isthe TURN. A turn is about 15minutes long, and it is used primarilywhen exploring adventuresites (see Chapter 8 in theGamemaster’s Guide).84chapter 5

COMBAT & DAMAGE

“What’s in a name?” Mormelan asked while wiping blood

from his blade on a silk handkerchief. “That which we call

a heart, by any word would bleed as rich.” Reubenwald was

in no shape to respond, clutching his bleeding chest, but his left

hand reached for his grandmother’s magical dagger, hidden

in his boot.

Life as an adventurer is hard and often

violent. You can run into wild beasts,

malicious raiders, cold-souled Rust

Brothers, and demonic monsters. When someone

gets in your way, sometimes you have no

choice but to hack your way through them.

Combat can be rough for your player character

and can even be lethal. Before you enter

combat, you should always ask yourself: Is it

worth it?

ROUNDS &

INITIATIVE

When a conflict begins, the first step is to determine

who has the initiative. Do this before

anyone rolls dice for an action.

DRAWING THE INITIATIVE

Grab ten cards, numbered 1 through 10. All

the players taking part in the conflict, either

voluntarily or involuntarily, each draw a card

and the GM draws one card for every NPC.

This is called drawing the initiative. The number

on the card determines the order in which

you act in the conflict.

Number 1 acts first, number 2 acts second,

and so forth until everyone has acted.

Place your initiative card by your character

sheet, so everyone can see in which order you

all act. The GM puts her initiative cards in

front of her.

When all the participants in the combat

have acted once, the round is over, and a new

round begins. The round order remains the

same throughout the whole conflict – drawing

the initiative is only done once, at the start of

the first round.

83

combat & damage

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