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FORBIDDEN LANDS - JOURNEYS

HIKE KEEP WATCH


Must be done by all members to move on the map. Combined with HIKE, only one adventurer rolls. FISH
You can HIKE for two Quarter Days without problem. Roll SCOUTING to notice the threat at a safe Only one adventurer rolls, others can help.
distance. If you split, make separate rolls.
1 hex / Quarter Day in DIFFICULT TERRAIN. ----------------------------------------------------------- Requires a river or a lake and fishing gear.
2 hex / Quarter Day in OPEN TERRAIN.
3 hex / Quarter Day in OPEN TERRAIN on horseback. FORAGE Roll SURVIVAL.
Only one adventurer rolls, others can help. You catch 1 unit of FISH per success.
FORCED MARCH If you split, make separate rolls. Cooked (CHEF/INN) into FOOD or eaten raw that day.
ENDURANCE roll to HIKE a 3rd Quarter Day. On a fail, suffer a mishap on p.153.
On fail, suffer 1 dmg to AGL and must REST or SLEEP. Roll SURVIVAL modified by terrain type (p. 145) and -----------------------------------------------------------
Split up the group if you want to continue. time of year (p. 151)
MAKE CAMP
ENDURANCE roll at -2 to HIKE a 4th Quarter Day. If looking for FOOD, you find 1 unit of VEGETABLE Only one adventurer rolls, others can help.
Gain SLEEPY (see page 111). per success rolled.
Can be cooked (CHEF or INN) into FOOD or eaten raw Roll SURVIVAL. On a success you find a sheltered and
MOUNTS within a day. comfortable place to REST and SLEEP..
Can carry 2x its STR or 4x if you don’t ride it. On a fail, you can still REST and SLEEP but GM rolls a
On FORCED MARCH, roll ANIMAL HANDLING + the If looking for WATER, everyone fills up to d12 on a mishap on p.154.
animal’s STR instead of ENDURANCE. success.
On fail, the animal goes lame. Roll another ANIMAL STANDING GUARD
HANDLING to allow travel the next day or dies. On a failure, roll mishap on p.150. Someone can KEEP WATCH instead of REST or
----------------------------------------------------------- ----------------------------------------------------------- SLEEP.
-----------------------------------------------------------
LEAD THE WAY HUNT
Combined with HIKE, only one adventurer rolls. Only one adventurer rolls, others can help. REST
Everytime you enter an unexplored hex, roll If you split, make separate rolls. Can be done by several adventurers at the same time.
SURVIVAL or suffer a mishap (roll on p. 148). Requires ranged weapon or hunting trap. Recover all lost attribute points if not HUNGRY,
THIRSTY or condition that blocks recovery.
DARKNESS Roll SURVIVAL. Negated if interrupted by combat or similar activity.
You find a prey on a success (p.152). -----------------------------------------------------------
You can reroll on this table for each extra success.
QUARTER SPRING SUMMER AUTUMN WINTER
On a fail, suffer a mishap on p.152. SLEEP
Morning Light Light Light Dark Can be done by several adventurers at the same time.
Then roll MARKSMANSHIP or SURVIVAL (traps) Recover all lost attribute points if not HUNGRY,
Daytime Light Light Light Light modified as per the table. THIRSTY or recovery blocking condition.
On success, gain MEAT and PELTS as per the table. Must SLEEP one Quarter Day daily or SLEEPY.
Evening Dark Light Dark Dark
On a a fail, you don’t get yields (the boar attacks). Negated if interrupted by combat or similar activity.
Nighttime Dark Dark Dark Dark -----------------------------------------------------------
Cooked (CHEF/INN) into FOOD or eaten raw that day.
PELTS can be turned into LEATHER by a TANNER. EXPLORE
-2 to SURVIVAL rolls when it’s dark.
Can be done by several adventurers at the same time.
Everybody who can’t see in the dark rolls SCOUTING
Interrupts the journey.
or suffer 1 dmg to STR.
Cannot REST or SLEEP on the same Quarter Day as
EXPLORE.

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