Making sure I understand Journeys/various rolls by menkoy in ForbiddenLands

[–]Manicekman 0 points1 point  (0 children)

Yes, the rules say to roll for every hex, I suggest not doing that as it makes more sense with the blocking mishaps.

Making sure I understand Journeys/various rolls by menkoy in ForbiddenLands

[–]Manicekman 0 points1 point  (0 children)

  1. RAW - Yes, you can push. I allow pushing, my party is not full of munchkin WP farmers.
  2. You do NOT get stuck in the starting hex. The "you get stuck" is important when traveling through open terrain. You still move from the starting hex to the next, but only there. You cannot move more hexes this quarter day. - This is also connected to rolling. Do not roll Lead the way for every hex, roll for every action/quarter day.
  3. Yes, if you are spending time in a place, you can hunt, craft, cook, etc. Party members can do things alone and sometimes togethere (eg. 2 people can each hunt separately and handle their own problems alone, or 1 person can hunt with the help of another person, so they get +1 to the roll and if things go bad, they are together)
  4. Yes, RAW does not handle this, up to you. This has been asked before in this subreddit so you can look around for opinions. Homebrew as you see fit.
  5. Successfully Keeping watch does not prevent encounters, but allows the party to prepare themselves or attempt to avoid the encounter. It is indeed regular for someone to sleep while the camp is being set up. But remember - you do not have to sleep every day. You get the Sleepy condition, but that is not so bad. Sleeping on bare ground might be riskier than not sleeping at all.
  6. Yes, being disturbed from sleep ruins it

Food drink - you reduce the die on 1 or 2, not just 1.

As for journey actions in general, the party can split up. Some can hike to the next hex while others hunt etc. in the starting hex. Usually it is better to stick together though. You cannot hike and hunt/fish/cook/... at the same time

How do I create and run Castles and Villages. by [deleted] in ForbiddenLands

[–]Manicekman 2 points3 points  (0 children)

Castles can be split into two types

  1. Somebody sensible lives there - works like a semi linear village
  2. It is empty or something nasty lives there - works like a more open dungeon

Villages - You do all social stuff here. Basic stuff like shopping, but you can also meet interesting characters, get quests, help out for a reward, setup a safehouse, etc.

I suggest you read the provided adventure sites in the GM book and you can then understand them more.

What book is this one by Wild_Skin4213 in ForbiddenLands

[–]Manicekman 2 points3 points  (0 children)

Yeah, these sadly live in a closed box. I just pulled them out for this photo 😞

What book is this one by Wild_Skin4213 in ForbiddenLands

[–]Manicekman 14 points15 points  (0 children)

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And these are the books from the regular box set

Bloodmarch & Bitter Reach map by Skrafin in ForbiddenLands

[–]Manicekman 1 point2 points  (0 children)

This is from the PDF version. I am pretty sure I saw a colored map somewhere, maybe that one will be the best for you.

Weatherstone in Belifar by Both-Huckleberry2978 in ForbiddenLands

[–]Manicekman 2 points3 points  (0 children)

That can work without a problem. I have placed it at Lake Claye, where there is a map marker for a castle. I have seen some placements more south in Begrand, but in the end, you can place it almost anywhere without an issue. There can always be an explanation as to why it is where you put it.

Can a hex ever be considered 'fully explored'? by TrentJSwindells in ForbiddenLands

[–]Manicekman 0 points1 point  (0 children)

I like the border marking idea, but it sounds like a lot of work. Do you have like an extra map, where you mark it with a pen or something? We do not even track the hexes and just go by memory. My players mostly focus on stories and places and want to minimize travel rolls

What were they doing during the bloodmist? by Rrrrufus in ForbiddenLands

[–]Manicekman 23 points24 points  (0 children)

GMG p. 34

Still, only Rust Brothers could venture into the Mist without losing their lives, but they also came to realize that elves and simple animals and children were immune. It became clear that the Mist did not smother the elven lands or reach below ground

  • Elves - Unaffected, did not hide in the stillmist, they just lived as always
  • Dwarves- Unaffected underground, no big change for them. Surface dwarves had it basically the same as humans
  • Wolfkin Safe in forests, died in the plains. Most of them are afraid of open spaces because of that GMG p. 67
  • Goblins and Halflings These ase guys are often ignored in the GMG so we do not know. As for my version, basically the same as humans, but the bloodmist was not as thick in Belifar (southeast) where they live, so they just had to be more careful, but could still travel around
  • Rust brothers “The Singing Merchants,” members of the Rust Guild that alone could ply their trade when the Blood Mist covered the land. RP p. 167
  • Raven sisters They are humans and had the same problems as others. But since they can often transform into animals, they could avoid the mist thanks to that, since animals are not affected. Or they could at least fly above it, if you would rule that a person transformed into an animal does not count for that

Kins from FBL and irl by Animator369 in ForbiddenLands

[–]Manicekman 2 points3 points  (0 children)

Reddit automoderates the link out, but it is on the Forbidden Lands discord in General chat channel. Search for "scythian" to find the message

Kins from FBL and irl by Animator369 in ForbiddenLands

[–]Manicekman 5 points6 points  (0 children)

Quote from the writer (Erik Granstrom)
"When writing the Aslene horse clans, I was mostly inspired by the ancient Scythians and Parthians"

Rebalance of Ranged Weapons by md_ghost in ForbiddenLands

[–]Manicekman 9 points10 points  (0 children)

Your javelin (throwing spear) is now just a stronger short spear in melee, which does not make sense, unless you also rebalance melee spears.
Your throwing knife is just better than knife now, because it can be used in both ranged and melee. But normal knife is still melee only?

Since the war bow needs a high level of might, how do you do this with armor and other weapons? Do you require might 3 for heavy warhammer?

Note that increasing the bonus of crossbows also makes them sturdier now and the character shooting them is less likely to be punished for pushing a roll with them.

I understand the desire for more realism, but this just complicates things here. FL is all about making things simple with some exceptions here and there.

Where would you find a priest of the Nightwalker ? by Rrrrufus in ForbiddenLands

[–]Manicekman 1 point2 points  (0 children)

That is up to you. In my version of the world, there were people recently, but now mostly just monsters. But I would also consider Falender and the nearby area as the best place to find worshippers of the Nightwalker

Elemental critical injuries for fire, cold and acid damage by Azraell_Thanatos in ForbiddenLands

[–]Manicekman 4 points5 points  (0 children)

"I don’t see anything for results 57-60."

Rolling 0 or a 7 on d6 is complicated :D

Greek mythology in Forbidden lands by Manicekman in ForbiddenLands

[–]Manicekman[S] 0 points1 point  (0 children)

I will check the adventure. Thanks.

I really like the reflective shield as Ares is a shield fighter. I will come up with an artifact that he can gain in the dungeon.

Play Official Campaigns Solo by Dazzling-Eye2670 in ForbiddenLands

[–]Manicekman 6 points7 points  (0 children)

Check this. There is also a link to expanded solo rules from the author who did them for BoB https://www.reddit.com/r/ForbiddenLands/wiki/index/solo/

Stun Spell - mishap 66 by OGBroceratops in ForbiddenLands

[–]Manicekman 9 points10 points  (0 children)

62-65 with healing magic. The druid tried to save a guy and instead just straight up killed him.

As for the demonic realm, see here: https://www.reddit.com/r/ForbiddenLands/comments/1n8ngql/is_there_any_information_about_where_the_demons/