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Forbidden Hero

Solo Roleplaying in the Forbidden Lands

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den Hero
For bid e
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S olo Rol e pl ay i ng F or bi dde n L a n ds

This booklet provides a toolbox for playing Forbidden Lands as a single-player


game, without a Game Master.
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by Peter Rudin-Burgess
This booklet provides a toolbox for playing Forbidden Lands
as a single-player game, without a Game Master. If you are al-
ready familiar with solo roleplaying, you can skip forward to
CreditsCredits

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Scene One.
Interior Art: Jessica Rockeman, Jo
Justino, Justin Martin, Gordon John-
son,
WHAT IS SOLO ROLE- Game Icons: John Redman, Lorc,

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PLAY? Delapouite, Sparker, DarkZaitzev , Skoll,
Kier Heyl , Zeromancer, Catsu, Pepijn,
Solo roleplay is a single-player version of a regular tabletop Poolman, Faithtoken, Zajkonur
RPG. The Game Master [GM] is replaced with a few easy to Game Icons are used under a CC
use random tables the give you imagination or improvisa- 3.0 BY Licence.
tion prompts, or answers to the questions that you would Written By: Peter Rudin-Burgess
normally ask of your GM. Think of them as a Magic 8 Ball,
but one tuned exactly towards playing Forbidden Lands. This product was created under license.

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The rules and tables in this book only deal with the solo
roleplaying aspect. You still need to own forbidden lands,
both player’s and GM’s books to make full use of this book-
let.
Forbidden Lands and its logo, are trade-
marks of Fria Ligan AB.

This work contains material that is


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Solo playing works on questions and answers. You imag- copyright Fria Ligan AB and/or other
ine your character in a scene, and when you would normally authors. Such material is used with per-
ask the GM about a specific detail, that is when you use the mission under the Community Content
rules. There are different tools to answer different types of Agreement for Free League Workshop.
questions, but they are all easy to use.
There are several generic solo roleplay tools available All other original material in this work is
that will work with any game. The tools in this booklet copyright [year] by [your legal name or
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are specifically tuned to work with Forbidden Lands. This company name] and published under
‘tuning’ means that once you are in the mindset for how the Community Content Agreement for
Forbidden Lands works, you do not need to stop playing Free League Workshop.
Forbidden Lands and get into the swing with the solo tools
and then swap back again with every new scene or question.
This booklet hopes to make the solo rules an integral
part of playing a character in the Forbidden Lands, solo.
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ther need to make a skill test or you. If your first ‘conflict’


is a skill test, then you use the regular rules. You have to be
honest with yourself when you build you dice pool or if it
GETTING STARTED IN is an opposed roll. If you have a question about the scene,

SOLO that is when you would use the rules in this booklet.
Broadly, questions are put into two categories; closed
I assume you have created a character. If not, that is questions can be answered in a yes-no format. Open ques-
your starting point. Once you have a character, you will tions cannot be answered so simply. If you wanted to know
create an opening scene, more on that below. You then what someone is talking about, what a book is about, or
imagine your way through the scene, right up until you ei- what is under a bed, these are all examples of open ques-

Forbidden Hero
tions. Open and closed questions are so different that dif- them. Scene One is always as you imagine it to be. For all
ferent random tables are used for each. other scenes, you start with an Open Question roll and
Solo play starts with your opening scene, so that is then a single Closed Question Roll.

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where these rules will start. The Open Question will give you two icons or pictures
that have no explicit meaning. You should consider your ad-
ventures, what you would like to happen in the scene and
what the icons mean to you.
SCENE ONE

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The icon pair could look similar to this:
Scenes are special. In tabletop roleplaying games,
most people running or playing in games think in ses- I expect that there are as many different interpretations
sions or campaigns. Solo games are best run in scenes. A as there are people who read this book. My first thought for
scene starts when you start playing, and they end when you the two figures was ‘father and son’, but it could just as eas-
would ‘handwave’ or jump a block of time. If the game was ily be two figures one further away. This is not a test; there
a movie, whenever the camera would fade to black, that is is no right or wrong answer. You will see the same icons
the end of a scene. time again in different situations. Some will take on fixed
Scene One is particularly special, as that is the start of meanings in your mind, and some icons will not mean any-

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your solo game. Unlike a regular game, there is no need for
you to start in a tavern waiting for the GM to throw you a
hint of where the first adventure is coming from, or even to
start with your first hex crawl looking for an adventure site,
thing until much later in your adventure when you have a
eureka moment, and suddenly it will be important.
The second icon, for me, suggests a sudden appearance.
It could just as easily been some kind of magic or a portal.
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although of course, you could. In a solo game, it is best to I wanted my opening scene to be Radnar, my elven
throw yourself into the action. minstrel, to be looking down from a tree over a fallen sec-
A solo game is all about your character, and you are the tion of the castle wall. The castle is an adventure site I have
star of the show, the centre of attention. In this way, it is already created. How I got here is not important; this is
more like a novel format that the group storytelling of a where my adventure starts.
regular game. Taking a leaf out of novel writing, make the Using the icons, I introduce three NPCs, a father and
opening scene like the opening paragraph of a book, make it son, peasants by the look of them, are in the shadow of the
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gripping and involve you in the action right from the start. walls. As I wait and observe, they are joined by a third fig-
What that action is, is your own choice. If you want ure. It appears that they are doing a deal and haggling over
to play a game entirely from an elven minstrel’s point of money.
view, your opening scene will be very different from a hu- My Scene One was partially of my own creating, the
man rider or rogue. hiding place in a tree and the adventure site. A pair of d66
rolls inspired the three non-player characters (see below).
Once you decide what you are expecting to happen in
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CREATING A SCENE the scene, you would ask a follow up closed question. You do
not ask this question for Scene One. The intention of the
question is ‘does this scene proceed as I would expect?’ The
actual wording should be more specific to your actual scene
and can involved elements from your current adventure.
You do not get to have things all your way. Forbidden For Scene One, we have at least one scene during which you
Lands is a roleplaying game, after all. If things were too can get into character without too much being thrown at
easy, where would the challenge be? you at once.
A scene is an empty container that is going to hold your You now know where your character is, and something
adventures. Scenes may, or may not, proceed as you expect is interesting for you to engage with.

Forbidden Hero
Will Power is always reset at the start of a scene. tions. For these questions, you will use the specific table for
You can now play through this scene, in character, un- the type of question you need to answer. Open Questions
til you are faced with something that you do not know and for imagination prompts and Closed Questions for simple

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need more information, or the rules of Forbidden Lands yes-no answers.
demand a skill roll. Finally, when you finish your scene, give it a name—a
The scene will end when your inner movie director short, simple name that sums up the action or events. The
shouts ‘Cut!’ or a block of time is skipped, or your character reason for the name will become more obvious later. Keep

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is waiting for an event to happen. the name in keeping with the style of adventure you want
At the end of the scene, you ask yourself the experience to have; dark, brooding ones for dark fantasy, aspirational
questions. ones for more high fantasy styles of play, and so on.
CC Did you travel through at least one hex on the game
map that you had not visited before?
CC Did you discover a new adventure site?
CC Did you defeat one or more monsters? OPEN QUESTIONS
CC Did you find a treasure (1 gold or more)? Open Questions are those that cannot be answered with a
CC Did you build a function in your stronghold? simple yes or no. These are using in solo play in countless
CC Did you activate your Pride?
CC Did you suffer from your Dark Secret?
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CC Did you perform an extraordinary action of some kind?
situations, anything and everything that adds to the colour
and flavour of your game is likely to be an open question.
The procedure is very simple, roll a d66. Look up the
icon. If that icon suggests a suitable answer, then use it and
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Do not feel pressured into thinking you have done all move on. If nothing immediately came to you, roll a sec-
of these things in every scene. In the core rules, you would ond d66, and either uses the second icon or treat them as
answer these questions once per session, not once per scene. a pair.
During your scene, you will have more questions; this If something does not come to you in 20 seconds, move
is normal; it could a finer detail about a specific thing or on. This is supposed to be a friendly and creative way of
person; it may be about someone’s reactions or motiva- answering questions, not a struggle that ruins your game.
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Forbidden Hero
Roll Icon Roll Icon Roll Icon Roll Icon

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13 13 31 31

14 14 32 32

15 15
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16 16 34 34
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21 21 35 35

22 22 36 36
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23 23 41 41

24 24 42 42

Forbidden Hero
Roll Icon Roll Icon Roll Icon Roll Icon

43 43 55 55

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45 45 61 61

46 46 62 62

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53 53 65 65

54 54 66 66
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Forbidden Hero
Below are some example icons and a few suggestions of
what they could mean. It is important not to just accept my CLOSED QUESTIONS
interpretation, just as it is important not to fixate on just Closed Questions, by comparison, are much easier to inter-

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one meaning for an icon. pret, but they still need you to give them meaning.
When you ask a question, you need to ask your question
in a yes-no format. Are they armed? Do they have horses?
These are both closed questions. Once you have your ques-

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tion, you decide if you think the answer is likely, 50/50 or
a bear, bear with a sore head (a bad mood), a big strong
person, a bear hug. unlikely.
You need to ask the questions that are best for the game
and not the questions that are best for your character. It
would be very easy for your character if there were no ban-
dits or harpies when they want to leave your stronghold or
a wounded warrior, a defeated force, a literally broken if there were plenty of friends about when it is under at-
arrow, surrender or throwing down of weapons. tack. The Forbidden Lands are not run for your character's
convenience. Quite the contrary, the gods and demons are

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A clue or answer to a problem, a literal open gate, an
there to throw challenge after challenge at your character.
Closed questions are intended to be answered with a
yes-no format. To add greater depth to your game, we can
extend the yes and no with modifiers that we all “and…”.
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easy option, open and honest. The and… answers are the most extreme form of yes or no
in that context. If your stronghold was being attacked by a
These are just examples. In the scene that Radnar is gang of bandits and you asked if they were organised, a yes,
in, I wanted to know more about the lone figure. I rolled and… may mean that they have a leader with them. In be-
the Bear icon and decided that this referred to his physical tween these extremes, we have two others. “Yes but…” and
stature and his personality. He greeted the father and son “No because…”.
as if they are long lost friends, throwing his arms around The dice roll you make is not going to tell you precisely
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the boy. What I thought was haggling turns out to be the what the answer means. That is your task. You consider: the
stranger refusing payment… adventure so far, the sort of experience you want to have,
and the result you rolled. With those three factors weighed
in, you can typically come up with a detailed answer that
moves your story forward.
Do they look armed?
“Yes and… they look like they know how to use them.”
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“Yes, but… their weapons look to be in poor condition.


“No, because… they have just taken their weapon belts
off and tossed them on the ground, they appear to be get-
ting ready to set up a camp.”
“No, and… one of them shows the broken parts of her
sword.”

Forbidden Hero
NOT TOO MANY QUESTIONS It doesn’t make a difference which way around you have
It’s hard to succeed in the Forbidden Lands. If you lack the it. It is much easier to always stick to the same structure
right gear or friends that can help you, there is a great risk because the likelihood of an event happening changes the

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of spectacular failure. With that in mind, you should never way that a roll is made.
ask questions unless it is absolutely necessary for your story. When you ask a question, you grab six dice and throw
Save the questions for dramatic situations where the an- them. The more cross swords (x) you roll, or 6s, the more
swer can change the way your story plays out. you walk up the scale of ‘Yeses’.

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If you can easily see how a scene would play out, let the x Yes, but…
action run until you feel that a question is the right thing xx Yes
for the story or scene. x x x Yes, and…
It is tempting to ask a lot of questions about the world The same is true for the Banes take you down the No path.
to get a precise understanding. All that does is make your  No, because…
game grind to a halt. It is better to aim for a single question   No
or, if necessary, one or two follow-ups if the result was not   No, and…
what you were expecting. What we count is the net number of x and  assum-
If you got an answer that does not make sense, then ing they would cancel out one for one.

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chances are you already know what the right answer should
have been. In that instance, go with what you feel is right.
If you want more detail, try an open question followed
by a closed question to cut down the options.
Example: You throw three dice and get:
x, 2, 4. that gives you a net of 1 x,
x, 2,  there would have been no net result.
x, x, would also have been a net of 1 x,
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NO RESULT
PICK YOUR QUESTIONS If you get no symbol results or they cancel out to a null
The rule should always be that you ask the questions that result, then you have possibly the most exciting effect. This
are best for the game and not the questions that are best for is called a Complication!
your character. A Complication! is a change in circumstances
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If a question makes no sense, don’t ask it. The types of that renders the original question no longer relevant.
question you ask will shape the adventure you end up hav- Complication!s can be big or small, positive or negative. In
ing. If you ask about weapons and armour, you will find the case of our three strangers at the adventure site, you
people with swords and the skills to use them. If you ask may ask if they appear to be friends if harpies swoop down
about magic and rituals, then your version of the Forbid- from the castle battlements, that would make your ques-
den Lands will be filled with magic. tion about their behaviour a little out of date. The compli-
cation is the harpies. These now need to be dealt with either
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by you or by these NPCs.


Complication!s can be dramatic, they can be an excuse
YES IS BEST to introduce an NPC or even bring back a villain that you
You could ask a question that asks, “Are there any guards?” thought was dead (if you don’t see the body then you can
or in the same situation, you could ask, “Is the way clear?” never really be sure!).
they have the same effect. Still, a Yes result has dramati- Complication!s are never nothing, if you cannot imme-
cally different implications for your adventure. diately think of what could change, think of what would
It is generally accepted convention in solo play that the make the adventure more exciting or move the story for-
Yes answers are in the player's favour, and the no answers ward. Think about where you are, what other people are do-
are negative. ing, what other events could be unfolding.

Forbidden Hero
LIKELIHOOD If you want to create an NPC that is going to be an
Somethings are more likely to happen than others. The active part in your story, one that is more likely to join in
chances of guards being armed are pretty high; the chances your adventure, rather than a shop keeper, ask yourself, can

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of enemy guards being married to your sister are pretty low. you tie their reputation into their Pride or Dark Secret?
The way we deal with this is the best or worst of two.
If you think the result is more likely to be a yes than a
no, you roll the six dice twice and take the best result.

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If you think the result is likely to be a no, you roll the
dice twice and take the worst set of results.
If the event or question is probably 50/50, then just roll
the once.

NOT A SKILL TEST


These rolls do not replace the core skills and talents of the
Forbidden Lands. Do not ask a question to see if you can

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sneak past a guard; make your skill test. They can be used
to inform the skill test. A question can tell you how alert
the guards are, for instance, but the Stealth test is still a
Stealth test.
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REACTIONS AND REPUTATIONS
Always make a reputation check when you meet NPCs.
This gives you an instant point of interaction. If you have
heard of the NPC or them of you, it ties your character into
the world.
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If you are meeting an NPC for the first time, I suggest


you use an open question roll, you could ask what do they
really want, or what is their motivation, or some variation
on that type of question. The actual wording may vary de-
pending on who they are and the context of the meeting. A
casual meeting with a merchant to by food or get a piece of
gear repaired could more easily be coloured in by asking a
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close question along the lines of “Are they happy to get my


business?”. A No answer may hint as to some underlying
problem, and that may lead you to build a relationship with
this NPC and a whole slew of new adventures, or you could
just slap down your coins and take your goods.
Even if your reputation proceeds you, a closed question,
typically “Are they impressed by your reputation,?” can give
you something you can use to make your NPC interactions
more interesting.

Forbidden Hero
CHARACTER CREATION
What follows are some tips on creating a character suitable

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for solo adventuring. The player's handbook says “It’s hard
to succeed in the Forbidden Lands. If you lack the right
gear or friends that can help you, there is a great risk of
spectacular failure.” As a solo character, you don’t auto-

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matically have those friends to help you out, and you only
have the gear you can carry, or find.
To balance this vulnerability, it helps to give your char-
acter a little bit of a helping hand.

TALENTS
When you are choosing your talents, solo characters
should start with one bonus rank in a talent. Whether you

specific field is your own choice.

RELATIONSHIPS TO NPCS
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use it to round out your character or to become better is a
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When you create your player character, you should describe
your relationship with a few interesting NPCs that your
character knows, with a short sentence for each on your
character sheet. There are suggestions to choose from for
each profession in the player’s handbook that are intended
to use for relationships within the party. You can use these
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as suggestions for NPC relationships. You can also use


them as inspiration for your own ideas. It makes a lot of
sense to have a relationship with your trainer or mentor as
a way of facilitating character advancement.
Teachers can then become quest givers requiring pay-
ment for the training either before or after your advance-
ment. DARK SECRET
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Your Dark Secret is a useful potential source of roleplay-


ing inspiration. Play the Dark Secret just as you would in a
PRIDE regular game, it can still gain you XP if you think it has ad-
Normally, once per session, you can attempt to activate vanced your story. Occasionally, Dark Secrets work excep-
your Pride. As solo works best in scenes and not sessions, tionally well with some of the Open Question icons. Rad-
or a single scene maybe your entire session, you can treat nar, my elven minstrel has a dark secret that he sometimes
the limit on Pride being once per scene. All the standard suffers from crippling doubt and freezes with fear. Some of
restrictions still apply, the Pride has to be relevant. You will the more aggressive icons are my trigger for when Radnar
be the best judge of when it can or cannot be used. feels his courage failing.

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Forbidden Hero
Most foes will not fight to the death, and you probably
INDIVIDUAL COMBAT should not either. Being captured turns a defeat into an op-
Combat can be rough for your player character and can portunity to move your story forward in an interesting way.

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even be lethal. Before you enter combat, you should always Some fights you will not want to curtail this way. If it is
ask yourself: Is it worth it? a final epic battle against a personal nemesis, the outcome
To make surviving a little more likely the following op- means something to you. Even defeat and death could be
tional rule will nudge the odds a little in your favour. When the resolution that best fits your story. In those situations

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you draw for the initiative, you always win. No contest, you fight it out but keep the narrative going.
win. The draw is for everyone else. Some combats are there more as scene dressing. The
Multiple rounds of rolling attacks and damage, round first time you encounter a band of Rust Brothers, it gives
after round is not that much fun. To speed combats along, I you a hint or clue as to what is to come. Other combats are
suggest you imagine your actions for three or four rounds, there to wear you down, use up resources and make future
what you want to achieve and then how your foes would battles more threatening because you are already weakened.
want that part of the battle to go. Now make a single op- These are the kinds of battles that suit opposed checks. You
posed test. You can then push the roll if you didn’t get the still get to learn that the castle is a Rust Brother strong-
outcome you wanted, with all that that entails. hold, you still end up weakened, and they burn up resourc-

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With the harpies at the adventure sure, I decide that
Radnar will ready his bow and try and distract the harpies.
To get their attention, he will put an arrow into each of
them. I rolled and came up with x x x. This is easy to de-
es. Still, you can treat them as parts of the story, not dice
rolling marathons.
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scribe with Radnar smoothly going through aiming and
loosing arrows, the harpies turn in outrage and launch
themselves towards Radnar, hiding in his tree. I then up-
date the damage to the harpies before starting the next
phase of the battle.
I did not roll all the attacks, one opposed roll covered
several rounds of combat. In this case, it was ranged, but it
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works equally well with close combat. Solo heroes are not
built for going toe to toe and slugging it out round after
round. Emphasise movement, drama and even dialogue in
narrative description. You can run, jump, swing on ropes
or vault from barrels to get past guards. You are not lim-
ited to flat linear maps, you have an entire three-dimen-
sional world in your mind’s eye that you can manipulate. It
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doesn’t mean you will succeed, but you can try.


When making your opposed test, you can consider your
intentions and then chose the most suitable skill for the
entire action.
You can use your relative skill level, the number and
quality of foes and any external conditions such as light lev-
els, fog, and moral when setting up the opposed test. Most
combats I try and limit to two opposed tests, after which
you are either captured, and at their mercy, you have them
at sword point, or you got past them and away.

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Forbidden Hero
on your own, that would be 1/3/5 for Goblins, but if you had
TRAVEL an NPC with you, it would become 2/6/10. This is called
scaled encounters.

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HIKING ALONE
If you journey alone in the Forbidden Lands, you may ADVENTURE SITE CREATION
LEAD THE WAY and KEEP WATCH at the same time. My recommendations for adventure site creation is to cre-

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This is an exception to the rule that says these two actions ate a general outline before you start any scenes exploring
cannot be combined. The other travel functions should not the site. For Radnar’s adventure, I knew this was a [6] Cas-
be combined. I suggest that you can easily KEEP WATCH tle [34]Fort (medium). It had been built during the time of
while foraging and hunting. Both of these functions re- the [46] Blood Mist as a staging post for an [64] invasion.
quire you to be alert to your environment. The Fort was built by [14]Dwarves. It is now a [3] decaying
The real danger to the solo hero is sleeping. When you structure [63] ravaged by years of war.
are sleeping, no one is keeping watch. You can use a closed That is enough for me to play out scenes outside the
question to decide the quality of your sleeping place. If you Fort. I also know that Wolfkin are inhabiting the Fort.
end up with a random encounter, consider the italic text I can use this snapshot not only to imagine the site

counters are more likely to wake you than others.

STRONGHOLDS
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before you start to play through the encounter. Some en- from Radnar’s point of view but also to create the back
story that brought Radnar here. The Wolfkin had been ter-
rorising outlying farms near The Hollows.
I now have a reason for Radnar being here, the location
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and some knowledge of the threats to be expected.
You stronghold, when you set one up, can feed into your For now, I am expecting most of the action to take
solo game in two ways. The first is by using Stronghold place outside the Fort, so I stop rolling and set up the first
events as story drivers to continue your solo adventures. scene. As I start to adventure further into the Fort, I can
The table of events (pg 12 of the Gamemasters Guide) gives
you an instant kickstart into a new adventure.
When you are setting up your stronghold, use the closed
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question roll for questions about supplies of raw materials.


The more expansive answers can suggest some more inter-
esting situations. You may have found an old tower, but the
closed questions may tell you that the stone is not suitable
for building, maybe it is too eroded? Roll your answers and
see where they take your imagination.
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ADVENTURE SITES
The only problem that the base rules for adventure site cre-
ation present the solo player is the numbers of inhabitants.
The table in the Gamemasters Guide on page 181 gives
a HOW MANY range in dice, for example, Goblins are
listed as D6 for a small site, 3d6 for a medium site, and 5d6
for a large site. It is better to take the number of people in
your group, one if it is just you but also include any NPCs
and multiply it by the suggested number of dice. If you are

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Forbidden Hero
decide some more details. Examining the main entrance tectable, a failed stealth test, forcing a lock, knocking out
could tell me that it is called Barren Tooth, but Radnar will a guard and stashing the body, you advance the die by one
not know that because he cannot read Dwarven runes. face.

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You do not need a map of every adventure site. You can When the die is showing the 6 Face your break in has
use the closed question rules to create a layout based upon been detected.
what you are looking for. If you ask if there are stairs up, A drama die could represent a villain trying to make
there is a good chance you will find them, If you search their escape, each time you fail to find the secret passage

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for a dungeon entrance, you may well find one of them as out of their study the dice counts down, if you are delayed
well. Much of the time, you will not have to roll anything. by a body guard, the die counts down, and so on. If the die
If you can picture the site in your imagination, you can shows the 1 Face the villain has made good their escape,
probably see a logical layout. This means you do not need this time.
to roll to see if there are exits or stairs unless of course, you Using this technique, the focus always stays on you. You do
want a completely surprising floorplan. Even then you can not need to know what or where the guards are patrolling,
still ask for the purpose of rooms, and sketching out a map what plans the villain had, or the details of the ritual.
will suggest room sizes and the logical placement of doors Your characters actions, successes and failures, are the driv-
and windows. er for the events in your game.

ADVENTURING SCENES e
This now brings us full circle. As you explore your adven-
When you start a drama die, not it in your journal, they
can persist from scene to scene and session to session. Some
drama die will never count down, or up, and the dramatic
event never happens. If you catch the villain, or get in and
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ture site, remember to break your story into logical scenes. our undetected.
With each scene, roll for a pair of icons. Decide on their The opposite of that is when you think an event is worth
meaning and then follow up with a closed question to see if more than advancing the die one face at a time. You could
the scene proceeds as you would expect. step it forward two or three faces at once or go straight to
These are questions that are going to take you on the the dramatic scene if your story says that is what happened.
most unexpected of adventures. They create harpies where
none existed before, NPCs and strange plot twists—all
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without you doing any GM style preparation.

Dramatic Dice
Dramatic Dice are a physical way of keeping track of the
world around you. If you are trying to be Stealthy, you do
not want to have to roll a Scout test for every possible guard
Sa

or hireling every time you move from room to room and


passageway to passageway.
With a Drama Die you decide if the drama is building
up or counting down to the dramatic scene. If the drama
is building, you set a single D6 with the 1 Face showing. If
events are counting down you start with the 6 Face show-
ing.
Using the example of invading an adventure site by
stealth, every time you do something that is possibly de-

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Forbidden Hero
A journal with all your questions and answers also gives
JOURNALING you an option that you may not get to explore in a tradition-
It is a good idea to keep a journal, or record, of your ad- al game. You may identify a moment when your story took a

e
ventures. You can record scenes, by name, questions and significant branch. Where your fate pivoted on a single dice
answers, and the interpretation. When you create an adven- roll. If your character died and their adventure has come
ture site, you can record the details as you go. to an end, what you could do is go back in time, pick one
Your journal gives you an easy way to refresh your of these pivotal moments and play a ‘what if?’ scene, taking

fil
memory of the game, and get back into character. Some a different route but keeping all the established facts the
journals read like full fantasy novels, some, like mine, are same. This is a way of getting to play a character you have
terse notes and bullet points that only I could make head or enjoyed getting to know beyond the end of their adventures.
tail of. How much you write is for you to decide.

e
pl
m
Sa

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Forbidden Hero

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