Forbidden Lands Bitter Reach Card Fronts

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The text describes different mounts and companions that can be found in forbidden lands, including their abilities and histories.

Coarse Snow Boar, Wylda Reindeer, and Fright Sled-Dog are described as mounts.

Ironjaws Wolf was being trained to fight in the arena but escaped and is now looking for a new master.

COARSE

SNOW BOAR

Coarse is a battle-trained snow boar who


lost his rider when Misgrown attacked
them while they were patrolling the
Barren Hills. Ever since then he has
sought a rider who can give his life
purpose again: the hunt across frozen

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wastes on the tail of fleeing enemies!
Coarse is a big and sturdy snow boar and
unswervingly loyal to his rider. He is
accustomed to going wherever he pleases
and there are few who are strong enough
to stop this stubborn beast once he has
made up his mind.

STRENGTH 6, AGILITY 2

SKILLS: Melee 4, Scouting 3

MOVEMENT: 2

ATTACKS: Tusks (Weapon Damage 1, blunt)


WYLDA
REINDEER

Wylda was trained by the Redrunner


Rohimdril to carry him through all
the perils of the Bitter Reach. On
light and swift legs the two flew across
mountains and snow until her master
fled from a ferocious Nanuik and was

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forced to leave his friend behind. Wylda
is a very fast mount but can only carry
the lightest of kin: elves, half-elves,
halflings and goblins. She has an
excellent danger sense and can smell
a Nanuik coming long before seeing it.
Wylda only listens to verbal commands
and refuses reins.

STRENGTH 3, AGILITY 5

SKILLS: Endurance 4, Move 5, Scouting 5

MOVEMENT: 3

ATTACKS: Antlers (Weapon Damage 1, stab)


IRONJAWS
WOLF

A primal force who has escaped the


Field of Swords where he was being
trained to fight in the arena. Ironjaws
is best described as a combination
of ragged fur and sharp teeth. He is
constantly full of aggressive energy

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and anyone wishing to be his master
must overcome this with love and a
firm hand. The one Ironjaws bonds
with will gain a friend for life but also
a jealous companion who growls and
yaps at everyone who wants to come
near his rider.

STRENGTH 4, AGILITY 4

SKILLS: Melee 4, Scouting 4

MOVEMENT: 2

ATTACKS: Bite (Weapon Damage 1, slash)


FRIGHT
SLED-DOG

Despite her name, Fright is a happy


and friendly soul. She is always
willing to play or cuddle and snuggle.
She is a trained sled-dog and is at her
happiest when she is pulling a sledge
on her own or together with other

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canine friends. If she isn’t allowed to
work or play as an outlet for her ener-
gy she becomes anxious or sad. Fright
has been abandoned several times and
is very afraid of being alone.

STRENGTH 3, AGILITY 4

SKILLS: Melee 2, Scouting 3

MOVEMENT: 2

ATTACKS: Bite (Weapon Damage 1, slash)


MIDNIGHT
POLAR BEAR

The polar bear Midnight got her name


from the streak of black fur that runs
along her spine. When the scout Harga
found Midnight the bear cub’s mother
had been slain and skinned by trappers
and the scout couldn’t stand to leave

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the little one to perish in the cruel wil-
derness. Many years have passed since
then and Midnight is now a fully grown
polar bear who has lost her friend to the
passage of time. She can’t get by in the
wilderness on her own, however, and is
now looking for a new friend to explore
the frozen wastes with.

STRENGTH 6, AGILITY 2

SKILLS: Melee 4, Scouting 3

MOVEMENT: 1

ATTACKS: Paw (Weapon Damage 2, slash)


ASSARE’S HARPOON
A huge harpoon carved from a single
piece of bone from an unknown monster.
The weapon is several meters long
and adorned with motifs depicting the
legendary wolfkin whaler Assare’s life
and deeds.

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EFFECTS: The harpoon has Gear
Bonus +2, Weapon Damage 2 (stab
wound), LONG range, and is heavy. If
the harpoon causes damage, it gets
stuck in the prey. If you win a MIGHT
against MIGHT opposed roll, you
can pull your prey to within ARM’S
LENGTH. If the target wins, it tears
itself loose. Each round the harpoon
is lodged in its prey and you tug at it,
the prey suffers one point of damage
(stab wound).
BJARKE’S
WARMING FLAGON
A small clay jug, barely bigger than two
closed fists. It is adorned with the runes
of the four elements: fire, water, air and
earth. The jug is sealed.

EFFECTS: If shaken on a starlit

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night, the flagon heats up from an
inner glow, which provides heat
equivalent to a small campfire for a
Quarter Day. You don’t have to be
outside – it is enough that the light of
the stars shines on the snow covering
the Bitter Reach.
BUR’S BOOTS
A huge pair of boots made from thick
leather and lined with warm fur on the
inside. They are knee high and the soles
of tanned hide are unusually wide. The
boots are treated with whale oil and lard,
making them soft but also protects them
from moisture.

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EFFECTS: The boots adjust in size to
your feet and provide +2 Gear Bonus
and a D8 Artifact Dice to LEAD THE
WAY rolls and ENDURANCE rolls to re-
sist cold. Additionally, you can spend
one Willpower Point to walk on water.
The effect lasts for a Quarter Hour for
each WP spent. Also, the boots make
you a great dancer when wearing them.
The boots count as clothes and don’t
encumber you.
LERGE’S HAMMER
An unassuming silver hammer. It has
two heads, one flat and one pointed.
When used the strikes of the hammer
are soft and quiet, as if it its blows were
landing on soft leather.

EFFECTS: Despite its small size and

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unassuming appearance, the hammer
works like a warhammer with a D8
Artifact Die. It also gives a +2 Gear
Bonus and D8 Artifact Die to MOVE
rolls when climbing.
THE WINGS
OF MARUDAK
Marudak’s gloves are sewn from black
leather taken from the soft belly of a
Wyvern. The gloves are adorned with
patterns sewn in silver thread that show
flying Gryphons and Dragons.

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EFFECTS: The Wings of Marudak
grant a +2 Gear Bonus and a D10
Artifact Dice to all MOVE rolls when
jumping. If you leap from a tower
or a cliff, and spend one Willpower
Point, you can glide for a Quarter
Hour. When gliding using the Wings
of Marudak, you risk being seduced by
the experience. For more information,
the GM should read the relevant sec-
tion of Chapter 10 of The Bitter Reach.
NAMTAREL’S
BLACK ARROW
A long arrow with a shaft made from
an unknown black material. The tip is
made of black star metal and is always
covered by a black, oily film of poison.
The feathers of the arrow are from a
black gryphon.

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EFFECTS: If you hate your target
with a fervent passion, you gain a D12
Artifact Dice to an attack using this
arrow. If damage is dealt, the victim
also suffers from a lethal poison with
Potency 9. If you spend one Willpow-
er Point, the arrow returns automati-
cally. Due to the poison afflicting its
victims, the arrow is not suitable as a
hunting weapon.
RAMMAN’S
THUNDERING DRUM
A soft skin taken from a Frost Dragon
has been stretched over a framework of
whale bones. Clouds and thunderbolts
are painted on the. If you thrum on the
skin with your finger and then hold your
ear against it, you hear a rumble as if

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from distant thunder.

EFFECTS: The drum can be used


to create thunderclaps that make the
ground tremble. The effect works like
the EARTHQUAKE spell. The drum
may be used once per Quarter Day
to trigger a Power Level 3 spell. You
need to spend Willpower Points and
roll for magical mishaps as usual.
The effect may only be summoned
outdoors and only when the weather is
cloudy or stormy.
FERENBLAUD’S STAR
A piece of silver jewelry shaped like a
star, adorned with a clear ice crystal.
The amulet hangs from a thin iron
chain. If you peer into the crystal, you
glimpse visions of distant lands in ages
past.

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EFFECTS: The stone gives you the
same ability as the FARSIGHT spell.
You need to spend Willpower Points
and roll for magical mishaps as usual.
For further information about this
item, the GM should read the relevant
section in Chapter 10 of The Bitter
Reach.
TARIK’S
MYSTERIOUS CAP
A garish cap made of red and blue fabrics
that are decorated with leaves and bells of
silver. The cap has large earflaps to protect
the wearer against sudden sounds and keep
them warm and toasty all through winter.

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EFFECTS: When you spend one
Willpower Point, roll on the table
below to determine what spell the cap
triggers. Power Level is always 1. Roll
for magical mishaps as usual. For fur-
ther information about this item, the
GM should read the relevant section
in Chapter 10 of The Bitter Reach.

D6 EFFECT D6 EFFECT
1 Serenity 4 Telepathy
2 Animal Speech 5 True Sight
3 Intuition 6 Invisibility one
Quarter Hour

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