1 VICTORIOUS
The Warriors come
across a another band of adventurers who are also returning from
a just vanquished Ice Cavern. They make camp with the Warriors and
talk about trading from the last adventure. Take four Treasure Cards.
You may swap any of these treasures with treasures from any of the
Warriors' items. Any treasures not swapped are discarded.
2 ICY
CLIFFS
For the past few
days the Warriors have been travelling alongside steep cliffs. At
one unfortunate moment a random Warrior slips on the edge of the
path. Each Warrior may try to grab him before he falls, by rolling
a D6. On a 5 or 6 he is grabbed and saved, on anything else he falls.
If the Warrior falls he hits a lower level of the cliff and takes
2D6 + 4 damage. The other Warriors have to trek back down to him
and then continue the journey, adding one week to travel.
3 HOT
SPRING
The Warriors come
across a hot spring flowing from the side of a mountain. They may
bathe here and regain all lost Wounds. The Warriors find it a hard
place to leave.
4 VILLAGE
The Warriors stumble
into a village in the middle of being attacked by a group of orcs.
The Warriors may either pass on without helping as the screams of
death fill their ears, or they can charge in to the village and
attack the orcs. If they decide to attack they each roll a D6 on
the following table. When everyone has rolled the attackers have
been defeated.
1 The Warrior
runs at the nearest orc but he slips as he approaches, causing him
to slide under the orc, who stabs him with a spear. The Warrior
takes 1D6+4 damage.
2 The Warrior
is suffering from the cold and the numbness within him causes him
to swing his weapon less than accurately, only felling two orcs
and receiving a couple of blows himself. The Warrior takes 1D6 damage.
3-4 The
Warrior fights to his usual form, taking out orcs left right and
centre.
5-6 The
Warrior calls a battle cry as he cleaves through flesh and bone
alike. He even manages to search a few of the orcs, finding 2D6
x 10 Gold.
After the battle
the villagers thank the Warriors for their assistance but can offer
nothing in return, apart from 1 provision each.
5 FROSTBITE
One of the Warriors
is suffering frostbite in his feet. His feet are sore, and his movement
for the next dungeon is reduced by one. The Warrior also takes 1D4
unmodified damage.
6 CRYSTAL
CAVE
A cave is discovered
during the week. Crystals are found outside. Upon further inspection
the Warriors discover the cave to be filled with crystals. Each
Warrior may roll 1D10 + 8 for how many crystals they find. They
may sell these at the Norse Seaport for 1D4 x 50 Gold.
7 EMBARRASSMENT
Early one morning
the other Warriors rise to find that a random Warrior is still asleep
and clutching a straw teddy bear. The Warrior awakens to the laughter
of his fellow adventurers. The Warrior hastily gets up and stuffs
the teddy bear in a sack. He then turns to the characters and says
"WHAT!?!?!?!"
8 ABANDONED
TOBOGGAN
The Warriors reach
the top of a hill to find an abandoned toboggan. They see that the
toboggan's path down the hill follows the path the Warriors are
travelling, and by using the contraption may speed up travel. If
the Warriors decide to risk the toboggan ride, roll a D6:
1 The Warriors
find they have no control over the toboggan. They slide and slip
careering out of control. They crash into a tree and smash the toboggan.
The Warriors take 1D6+6 damage each and two random Warriors have
lost a random treasure each.
2-3 The
toboggan speeds along then it hits a rock and flies into a tree.
Each Warrior takes 1D6+4 damage.
4-6 The
trip is successful and the Warriors reach the base of the mountain
within minutes. Subtract 1 week from travel.
9 FROST
CLAN
Ahead the Warriors
can see Frost Clan members (strange alchemists that roam the ice
lands.) coming in the way of the Warriors. They can hide until they
pass or just stroll on by.
Hide
The Warriors step
behind a nearby boulder and wait until the clan approach. As the
Frost Clan pass, one of them turns his shrouded head toward the
boulder but then continues with the rest of his clan.
Continue
The Warriors walk
on and approach the Frost Clan. As they meet, the Frost Clan...
(roll a D6):
1 Hum in
low tones making the Warriors muscles relax, causing them to fall
to the ground. The White robed members of the Frost clan huddle
around the fallen adventurers, intensifying the hum. The Warrior
are at -1 Strength for the next adventure (one being the lowest).
White nimble fingers pick the Warriors helpless bodies, relieving
them each of 1D6 x 50 Gold or one Treasure (if the Warriors do not
have that much Gold). The clan move on and the Warriors pull themselves
off the ground painfully.
2 Pass
by, chanting an indistinguishable language that seems harmless enough.
After the clan has long past the Warriors can't help but feel that
something has changed. Each Warrior loses 1 Luck for the remainder
of this, and the next adventure.
3-4 Pass
silently by the Warriors. Even though the Warriors are mighty they
can not help but feel uneasy around the Frost Clan.
5 Chant
lightly and a Golden aura surrounds the Warriors. Soon the Gold
fades and the clan has departed. Each Warrior may add +1 non permanent
Luck.
6 Pull
crystal emblems from under their white robes. The emblems glow in
a deep red. Just when the Warriors are thinking that they are going
to attack, their bodies feel strengthened and an inner peace fills
them. The clan then move on. Each Warrior may add +1 strength for
the next adventure.
10 TRAP
The Warriors are
making good progress when the ground gives way underneath a random
Warrior. The Warrior falls to sharp rocks below. He takes 1D6+5
damage. The other Warriors manage to pull him out of the hole after
some struggle. It seems this trap may have been set for Yetis as
they are common in these parts.
11 UNEVENTFUL
WEEK
12 BLOOD
TRAIL
Early in the week
the Warriors come across a trail of blood in the snow. If the Warriors
wish to follow the trail roll 1D6 on the following table:
1 The Warriors
follow the trail around a rocky bend, to see a large Yeti feasting
on a torn open corpse. The hairy beast looks up and sees the Warriors
and hastily throws down the corpse for fresh meat. Fight a battle
with 1 Yeti.
2 The Warriors
find the trail leads to a humanoid corpse that has been chewed and
ripped at. The Warriors conclude that it probably was a Yeti attack.
Nothing is found on what's left of the corpse.
3-4 The
trail ends with a wheezing man propped up against a large rock.
He looks up at the Warriors approach, clutching a deep wound in
his side. "Damn Orcs," he coughs out, "Can't even travel around
any more without being attacked." The Warriors bend down to give
aid to the man but he waves them away with a bloodied hand. "The
sun is setting on my time, but.. I will.. not die.. without telling
you.. this…" (roll a D4):
1-2 The
man dies
3-4 The
man manages to tell the Warriors something before his death. (roll
a D6):
1 "My..
dogs.. name is.. Rupert.."
2 "My feet..
are.. cold.."
3 "The..
clumsy giant.. plays hopscotch... in the.. moonlight.."
4 The..
secret.. of eternal.. life is..
5 There
is.. a.. healing pool.. up ahead... .Go straight to event 3 next
week.
6 There
is.. a crystal cave.. up ahead... . Go straight to event 6 next
week.
5 The trail
leads to a ripped corpse which is half eaten though his treasure
remains. Take 1 Treasure Card.
6 The trail
leads to a dead man who looks as if his has pulled himself along
as far as he could and then died. When the Warriors look closer
they find the mans fingers are tightly gripping a huge ruby. When
the ruby is taken back to a City or Sea-port it can be sold for
1D6 x 500 Gold.
13 FELLOW
ADVENTURER.
The Warriors meet
up with a fellow adventurer, who decides to join the group to the
Settlement. He is a (Roll 1D6):
D6 |
Warrior |
WS |
S |
T |
A |
DD |
W |
I |
1 |
Barbarian |
4 |
3 |
6 |
1 |
2 |
15 |
4 |
2 |
Dwarf |
5 |
5 |
5 |
2 |
1 |
17 |
3 |
3 |
Elf |
6 |
4 |
5 |
4 |
1 |
20 |
5 |
4 |
Norse
Warrior |
5 |
6 |
8 |
2 |
2 |
25 |
3 |
5 |
Witch
Hunter |
5 |
5 |
6 |
3 |
2 |
27 |
4 |
6 |
Pit
Fighter |
6 |
6 |
6 |
3 |
2 |
30 |
5 |
This Warrior is used
like any other Warrior and leaves at the next settlement. You may
wish to roll for a random name.
14-20 BLIZZARD
The weeks travel
starts off well but then a snow storm hits. Roll 1D6:
1 The Warriors
are blasted hard by the power of the storm and are forced to retreat
to a group of caves they passed earlier. When the Warriors look
at their belongings they each find that 1 random piece of treasure
is lost. The land has been reformed by the snow and the Warriors
find it hard to find their way to the Settlement. Add 2 weeks to
the travel.
2 The storm
whips around the Warriors at an alarming speed. The cold is so intense,
the Warriors feel damaged. Subtract -1 permanent Wound from each
Warrior. The storm them passes over.
3 The storm
covers the land in thick slushy snow making travel very hard, Add
2 weeks to travel.
4 The storm
creates many snow ridges and mounds making travel more difficult.
Add 1 week to the journey.
5-6 The
storm is more of a heavy drizzle and passes over without hindering
the Warriors.
21 WHOOPS
A random Warrior
slips in the snow and falls, jarring his back. He receives 1D4 Wounds,
with no modifiers.
22 UNEVENTFUL
WEEK
23 WHITE
APES
To the left of the
Warriors path, a group of young white apes can be seen. Although
being (usually) kind of nature, the apes are quite thick skinned,
and have thick white fur. Any Warrior may wander over and kill one,
skinning it for it's fur. When the Warrior goes to a Norsca settlement
he may have "thick furs" made from it at a third of the cost. However,
the Warrior loses 1 Luck point for the next adventure for this act
of barbarism.
24 BLOOD
MOON
A blood red moon
sits high during the night, flooding a blanket of crimson over the
snow. The light affects the Warriors in different ways, roll 1D6
for each one:
1 The Warrior
is at +1 Movement for the rest of this adventure.
2 The Warrior
is at +1 Luck for the remainder of this adventure.
3 The Warrior
is at +1 Toughness for the remainder of this adventure.
4 The Warrior
is at +1 Strength for the remainder of this adventure.
5 The Warrior
is at +1 Weapon Skill for the remainder of this adventure.
6 The Warrior
is at +1 Strength and +1 Toughness for the remainder of the adventure.
25 HOSPITALITY
The Warriors are
sitting around the camp fire one night when three shadowy figures
step from the shadows. Weapons are reached for but is soon discovered
that they are fellow adventurers. The group decides to lend them
the fire to warm themselves and to swap stories. Roll 1D6:
1 The biggest
of the three strangers suddenly stands up and quick as a flash there
is a glint of steel in his hand, as he stabs the nearest Warrior,
who takes 1D6+2 damage. By the time the Warriors have grabbed their
weapons and their senses, the three have made off into the darkness,
with a random treasure from a random Warrior.
2 The strangers
hand one of their wine flasks around to the Warriors, who each partake
of a sip. That night the Warriors sleep soundly, but awake to find
the three gone, and 1D6 x 100 Gold from each Warrior.
3 Although
the company seems trustworthy, their all night singing drives the
Warriors to near insanity. -2 Wounds from lack of sleep.
4 While
the group is talking the strangers say that they have found a treasure
that they have no use for it and any Warrior may have it in exchange
for a provision. Take a Treasure Card if the transaction is made.
5 The strangers
tell the party that they have just been to the dungeon the Warriors
are off to next. They also tell of it's many treasures and where
to find a few of them. After each unexpected event combat roll a
D6. On a 5-6 an extra treasure is found.
6 The strangers
are obviously very experienced and offer their services for a price.
Any Warrior may learn a new skill, for 800 Gold. This can only be
done once per Warrior.
26-31 FOOT
PRINTS
The Warriors find
some recent foot prints in the snow, roll 1D6.
1 The foot
prints are a Giants.
2 The foot
prints are obviously a Yetis.
3 The foot
prints look like a Minotaurs.
4 The foot
prints look like Ogres.
5 The foot
prints look like an Orcs.
6 They
are Gobbo tracks for sure.
Now the Warriors
can choose to follow the tracks if they wish, or continue. If they
follow the tracks roll 1D4, and roll on the appropriate table:
Giant
1-2 The
Warriors follow the huge tracks around a cliffy mountain and up
to two white pillars. Within a few seconds the pillars move, and
the Warriors discover that they are a giants legs. The Warriors
are forced into a battle with the giant, as he is in a bad mood.
3-4 The
Warriors follow the crater sized prints into a nearby cave. They
find no trace of the giant, but they do find a pile of treasure!
Each Warrior may take one Treasure Card.
Yeti
1 The
Yeti tracks take the Warriors around a bend where suddenly a great
chorus of moans are heard, and the party is ambushed by 1D6+2 Yetis.
(The Yetis have ambush for this combat.)
2-3 The
Yeti tracks end with 1 Yeti who is crouched over and feasting on
a deer. Roll 1D4 (1-2 he notices the Warriors, 3-4 he is unaware
of the Warriors presence and they may leave this area if that wish.)
If the Yeti does notice this intrusion then charges to attack them,
flesh hanging from his mouth. Fight a battle with one Yeti.
4 At the
end of the foot prints is a slain Yeti, next to him is also a slain
dwarf. A random Warrior finds a treasure.
Minotaurs
1 The
Warriors come across a group of Minotaurs bathing in a magically
hot spring. They look up at their approach and charge into battle.
Fight a battle with 1D6+1 Minotaurs. When the Warriors defeat the
creatures they may bathe in the hot spring, which rejuvenates 2D6
Wounds.
2 The Warriors
follow the hoofed tracks to find a dead Minotaur lying on the ground,
his back full of arrows. As the party approaches a howl is heard,
as from surrounding snow rifts charge 1D6+4 Hobgoblins. Fight a
battle.
3 The hoofed
tracks lead to a large circle of stones, where upon further inspection,
the Warriors find many slain priests of a religion unknown. The
killer was obviously in haste for the bodies have not been searched.
The Warriors search them to find 1D6 x 20 Gold each and a random
Warrior finds a Treasure Card.
4 The Warriors
follow the tracks until they break up into markings of what appears
to be a battle. Blood spots cover the ground, and another trail
of many more prints leads off. The Warriors decide to follow this
trail which leads them into a wooded area, covered with snow. It
finally goes into a clearing where they see a large fire, with Savage
Orcs dancing and howling around it. They also see a large cage near
the fire with Minotaur held captive within. The Warriors are about
to leave, leaving the evil beast to it's fate when they realise
it is a "White Minotaur", whose nobility and heroism is renowned
throughout Norsca. The Warriors can now either leave and continue
the journey, or charge into the campsite to cleave though the vile
greenskins for what they have done. If they decide to fight have
a battle with 1D8+2 Savage Orcs. When the creatures have been slain
the Warriors release the white furred beast, who surprisingly speaks
to them, although in a crude form. "Thankyou Warriors. I owe you
the life in this body, and until you reach where ever you are going,
my blade is yours," he says as he picks up a mighty axe from where
it was leaning against a tree. For the remainder of the journey
the Warriors are accompanied by the White Minotaur. Use the "Minotaur
Champion" statistics for him. He is treated as a Warrior for the
purpose of "random" Warrior events. However, he will not take treasure,
and instead give it to another Warrior.
Ogres
1 The
heavy tracks end abruptly in a small Ogre village. The Warriors
try to duck behind some cover but it is too late. They are seen
and the inhabitants of the village attack. Fight a battle with 1D6+4
Ogres.
2 The deep
prints end in a Ogre crouching by a group of stones sharpening his
axe. The beefy brute turns to leave, seeing he is out numbered.
The Warriors can let him go, or chase him down - resulting in a
battle.
3 The trail
ends in a settlement of Ogres next to and in a group of caves. The
Warriors have not been spotted and can leave, but can attack if
they wish, and search the caves. If the wish to attack they must
fight a battle at the entrance to the cave, with 1D6+2 Ogres. Once
this has been fought the Warriors may enter the cave. Treat this
as a normal adventure. Special rules: Everytime monsters
are rolled for, roll a D4, on a 3-4, 1D6+1 Ogres attack, replacing
the usual roll. Once the Warriors have finished the cave they can
either continue on the original adventure or head back to the settlement.
This does not subtract from the number of adventures in Norsca the
Warriors are allowed to have
4 The Warriors
enter a snow covered woodland where the tracks end with an Ogre
hanging by a rope from his leg, obviously caught in a trap. He see
the group approach but is powerless to do anything about it. The
Warriors now have two options. They can kill the Ogre, hacking and
slashing at his hanging body, or they can cut the Ogre down and
set him free. If the Warriors choose this option they Ogre nods
to them and bounds off. Whenever the Warriors roll "Ogres" on the
monster table roll 1D4. On a 3-4 the Ogre they have saved is among
them and tells the other Ogres not to attack. Once this event has
occurred once, it doesn't happen again.
Orcs
1 The
tracks lead to a weathered hut. When the party enters they see an
orc sleeping. Unfortunately one of the Warriors slips and knocks
over a vase, which topples noisily to the ground. The orc awakes
and instantly cuts a rope on the side of the bed which is connected
to a crossbow trap, which in turn, is mounted on the wall. The bolt
hits a random Warrior who takes 1D6+4 damage. Then they must fight
a battle with this Orc, but the hut is bare and they find no treasure.
2 The Warriors
follow the tracks to where a lone Orc Shaman is humming and chanting
around a green flame. He turns his head slightly, then spins hurling
balls of green fire from his hands, hitting each Warrior for 1D6
damage, not modified for armour. The party must fight the Shaman.
3 The trail
goes directly to a group of mountains and although the tracks die
out, they have shown a faster path to their destination, through
the cliffs. Deduct a week from travel.
4 The prints
travel through a wooded area and lead into a clearing where a large
group of orcs are congregated. There is a Shaman at the front of
the group who is waving his arms around and chanting. Suddenly a
purple haze engulfs the whole amount of orcs and the Warriors, obviously
one of the shamans spells. As the spell was meant to be cast on
the orcs, it should benefit the Warriors. Roll 1D6 on the following
table:
1 The Warriors
receive +1 Movement for the next adventure.
2 The Warriors
receive -1 to Pinning for the next adventure.
3 The Warriors
receive +1 Toughness for the next adventure.
4 The Warriors
receive +1 Strength for the next adventure.
5 The Warriors
receive +1 Weapon skill for the next adventure.
6 The Warriors
receive +1 attack for the next adventure.
Goblins
1 The
tracks lead the Warriors straight into a goblin ambush! They must
fight 3D6 Goblins + 1 Goblin Boss + 1 Goblin Fanatic.
2 The trail
leads to two Goblin Squig Hunters arguing about who fell asleep
and let all the Squigs run loose. They don't seem to notice the
Warriors and they may pass if they wish, or they can attack. If
they attack they must fight two Goblin Squig Hunters, accompanied
by no squigs.
3 The trail
fades out into nothingness and the Warriors must give up and continue
the journey.
4 The Warriors
are lead to a run down group of huts, which were obviously inhabited
by Goblins. When the crude settlement is searched further, 1D8 x
20 Gold is found by each Warrior.
32 YETI
TALK
The Warriors come
across a man coated in thick furs fishing out of a hole in the ice.
Once the party has introduced themselves, he begins telling them
a story about how, when he was younger, he was a renowned Yeti hunter.
Throughout the exciting tale he touches upon some of the different
ways he dispatched the Yetis. By the end of the yarn the Warriors
have a higher knowledge about fighting these strange beasts, and
for the rest of the adventure the Warriors get +1 to hit against
Yetis. It's due to the strain of adventuring that the Warriors forget
about these techniques after the next adventure.
33 UNEVENTFUL
WEEK
34 BEER
PROSPECT *
The Warriors come
across two men travelling with a wagon. They claim that they have
been travelling for days and their cargo was slowing down their
horse. They offer the Warriors some of their cargo, which is wine
skins of beer, at a discount price. The Warriors who wish to take
them up on the offer roll on the next table.
1 The two
traders con the Warrior into buying 1D10 wineskins at 100 Gold each.
2 The traders
manage to con the Warrior into buying 1D6 wineskins at 70 Gold each.
3 The Warrior
manages to buy 1D6 wineskins at 50 Gold each.
4 The Warrior
manages to buy 1D6 wineskins at 20 Gold each.
5-6 The
Warrior manages to drive a hard bargain, getting 1D6 wineskins for
free!
Once the transaction
has been made the traders move along. The wineskins restore 1-2
Wounds when drunk.
35 FAMILIAR
TRACKS
The Warriors come
across a set of familiar tracks. They are about to follow the trail
when one the Warriors notice that it is their own tracks, and they
have been wandering around in circles. This mishap add two weeks
to travel.
36 THIN
ICE
The Warriors reach
an ice lake and decide it will take too long to traverse around
it. They decide to cross it. Just when they have almost reached
the opposite side, one of the Warriors walks on some thin ice that
cracks under him. He slips though the ice into the freezing water.
His fellow adventurers manage to pull him out but he takes 1D6+2
damage, not modified for armour.
37 GOOD
FORTUNE
The Warriors come
across a glowing stone in the ice. One of the Warriors picks it
up and takes it with him feeling it will have great importance in
the future. At any time during the dungeon the Warrior may use the
stone to see the next 1D4 cards in the dungeon deck. This can only
be used once.
38 BIG
MISTAKE
One of the Warriors,
when he was in the last settlement angered a shopkeeper by knocking
over a display of priceless vases, destroying them all. The Warrior
convinced the shop keeper that he would pay for the vases before
he left the settlement, but forgot. The shop keeper has been chasing
the Warrior and has finally caught up. He bursts into the group
pointing to the Warrior in question. "You Pig Swine Scum," he yells.
"You are in big trouble, you owe me a lot of Gold!" The Warrior
tries to explain but the annoying man won't go away. He is forced
to pay the shopkeeper 1D6 x 100 just to get rid of him.
39 FORT
The Warriors come
across stone fort standing proud in the plains of snow. Roll 1D6:
1 As the
Warriors pass the fort, shadowy figures are seen on the battlements
and the whistle of arrows are heard piercing the air. The Warriors
each take 1D6+4 Wounds.
2 As the
Warriors pass the fort, a beast runs from the open draw bridge.
The beast is a (Roll 1D6: 1-2 Yeti, 3-4 Minotaur, 5-6 Ogre). Fight
a battle, but receive no treasure.
3-4 The
Warriors discover the fort to be deserted and find 1D6 x 20 Gold.
5 The Warriors
discover the fort to be deserted and find 1D6 x 100 Gold.
6 The fort
is deserted. Each Warrior find 1 Treasure Card each.
40 GASTON
*
A snow-storm has
hindered the Warriors for days, when suddenly they see a small settlement.
Only one of the buildings has a light on, that can be seen through
the storm. When they get closer it seems to be a rowdy bar. There
is boisterous singing as they enter and it doesn't take long for
them to realise that all of the singing is about one man called
'Gaston' who is in the middle of them all. The Warriors order a
drink and sit down. It is not long before the burly Gaston spots
the new arrivals and trots over to them, "Well, a set of new faces"
he says confidently, sitting down with them. "Hey, you boys look
like sturdy lads, know your way around a fighting pit eh?, well
their must be something the mighty Gatson can teach you, for a small
fee of course." If a Warrior wishes to take Gaston up on his offer,
pay him 1D6 x 100 Gold and roll 1D6 on the following table:
1 Gaston
takes money and smiles saying "This is what I will teach you - don't
be so gullible!" He chuckles to himself and orders another drink.
Your Warrior thinks about taking his money back by force but knowing
how much the rest of the taverns patrons idolise Gaston he decides
against it.
2 Gaston
grabs a bow that is beside the table and shows your Warrior a few
tips about archery, finishing with firing an arrow into the bullseye
in a dart board across the room. The Warrior gets -1 Ballistic Skill
when using a bow for the next 1D3 adventures.
3 Gaston
whips out two dice which he throws again and again always coming
up with double 6s. Gaston picks up one of the dice and unscrews
it into two parts, showing that it is weighted on the number one
so the six will always come up when it is rolled. "The way to true
luck is through trickery, friend - don't forget." The Warrior gets
+1 non permanent luck.
4-5 Gaston
pulls out his sword and starts parring, spinning and hacking at
the air, dazzling the Warrior and showing him a few things he didn't
know before. The Warrior receives +1 Weapon Skill for the next 2
adventures.
6 Gaston
bends over and start to whisper something in the Warriors ear about
piercing armour. The Warrior can now ignore 1 point of armour when
attacking.
41 DISCOVERY
The Warriors are
walking through the snow when they discover. Roll 1D6:
1 They
are surprised to see a worker orc (peon) just standing there confused
with a sack on his shoulder. When the party slaughter the worker
they find 100 Gold in the sack.
2 They come
across an old dwarf prospector who looks up at their approach. Suddenly
his eyes widen when he realises who they are. "WHAT? NO, I CAME
HERE TO GET AWAY FROM YOU! MUST YOU FOLLOW ME AN TORMENT ME SO?"
he shouts in somewhere between disbelief and desperation. Before
the Warriors can do anything else he runs off blindly into the snow
yelling "CURSE YOU WARRIORS AND YOUR CHILDREN AND YOUR CHILDREN'S
CHILDREN AND THERE CHILDRENS
..." The Warriors shrug and walk on.
3 The Warriors
come across a strange magical oasis in the snow which is warm and
peaceful. The Warriors may rest here and gain 1D6 Wounds each. In
addition, the Warriors pick t he fruits from the trees, gathering
enough for 1 extra provision each.
4 The Warriors
come to what looks like a series of large rocks glowing an odd green
colour. Any wizard in the party may receive an extra 1D6 power.
5 The Warriors
come across a small hut jutting out from the snow. They soon find
no-one to be home but there is a perfect blade sharpening set. The
Warriors may sharpen all of their blade weapons, giving +1 damage
for the next adventure. Doing this adds another week of travel.
6 A random
Warrior slips on an icy stone to falls face first in a pile of Yeti
excrement at first he is angered at his clumsiness but then feels
oddly better. He finds the Yeti's waste to have a strange potent
healing factor. He gains 1D6+3 Wounds. Only two others may partake
in this strange ritual for there is only so many ingredients to
go around.
42 COLD
The temperature has
been quite low recently and all but one of the Warriors has caught
a cold. They are at -1 Toughness (minimum of 1) for (roll 1D4: 1-2
the next adventure, 3-4 the remainder of the journey).
43 AVALANCHE
The Warriors are
walking through a snow drenched valley when one of the Warriors
decides to touch up on his yodeling, letting out a boisterous call.
Moments later after the other Warriors have beaten him up for his
foolishness, a deep rumbling is heard and tons of snow can be seen
flowing towards the valley. Each Warrior must roll under their "Movement"
on 1D8. The Warriors who passed the test only receive some of the
snow on top of them receiving 2D6+2 damage modified only for toughness.
The Warriors who fail the test are caught in the full force of the
avalanche which causes 4D6+2 damage modified for toughness only.
44 UNEVENTFUL
WEEK
45 MORE
WHITE APES
The Warriors come
across a group of "White Apes" who stare at the Warriors as they
try and skirt the area. If the Warriors have killed young white
apes in the past and still have a fur on them then they are charged
by 1D4 apes, who each inflict 1D6+2 damage each on each Warrior
before they are slain. Only the total damage is modified. Otherwise
the Warriors proceed unharmed.
46 TEMPTATION
The adventurers come
to a ransacked hut with Gold and jewels casually strewn around the
base. The Warriors seeing the Gold march on over to the hut, only
to have fallen into an ambush! Roll on the monster table one higher
than the Warriors for what ambushes them, use common sense when
rolling for the beasts. Apart from the usual treasure there is 100
Gold lying around the hut for each Warrior.
47 QUARREL
Two random Warriors
start arguing about the Gold distribution in the last adventure.
They get so angry about it they start having fist fights, for 1D6
rounds. Treat the fight as normal. Nothing is accomplished by this
unless one of the Warriors is "Knocked Out" (they can not be killed),
in which case the winner can take as much Gold as he wishes from
the loser. The others may fight him for it of course, in the same
way as above.
48 SPOT
OF LUCK
The travellers come
to a group of dead orcs who obviously were killed and half eaten
by Yetis. Of course the Yetis have not taken their possessions and
they are there for the Warriors to take. Each Warrior may take 1
Treasure Card.
49 DANCE
OF THE DEAD
Towards dusk the
travellers come to an old cemetery tormented by the winds of time.
The Warriors are debating whether or not to pass through it, when
skeletons from the graves burst through the earth in front of them.
The Warriors draw their weapons but the skeletons make no effort
to attack, instead they spasm into a strange demonic dance, which
gives off a strange energy. Roll 1D6:
1 Each
Warrior loses 1 permanent Wound.
2 Each
Warrior loses 1D6 Wounds, no modifiers.
3 The Warriors
are unaffected.
4 The Warriors
start dancing too, against their will.
5 The Warriors
gain 1 permanent Wound.
6 The Warriors
gain 1D3 permanent Wounds.
After this strange
occurrence the skeletons bones fall to the ground.
50 LIGHTNING
Trudging through
a heavy storm a random Warrior is hit by a bolt of lightning. The
Warrior takes 1D6 Wounds damage per Battle Level.
51 ENCOUNTER
The Warriors hear
noises from the path ahead of them. Quickly they duck for cover
over a nearby snow ridge to get a better look at what kind of trouble
they're facing at. Soon the Warriors discover that the noise was
made by (roll 1D6):
1 Roll
for Monsters 2 levels above current Battle Level.
2-3 Roll
for Monsters 1 level above current Battle Level.
4 Roll
for Monsters on current battle level.
5-6 Roll
for Monsters one level below current battle level.
The Warriors are
spotted on a roll of 8 or less on 2D6, and the monsters attack.
Otherwise the Warriors have a choice of battling the monsters of
letting them past.
52 BIG
TROUBLE
The merry group stumble
across a huge hole in the icy ground. The Warriors peer over the
edge and see endless darkness. Suddenly a loud "Crack" is heard
and the Warriors realise that there is no real ground under them,
only ice. Another crack sends the Warriors running in the opposite
direction. The ice around the hole starts to crumble inwards and
a wave of crumbling ice chases the Warriors. Roll a D6 for each
Warrior:
1 The Warrior
only just makes it, leaping at the end of the run, grabbing on to
the edge of the ground. The other Warriors can pull him up (if they
made it) but he is too heavy and he has to discard two items of
treasure or half his Gold.
2 The Warrior
makes it to a safe area but finds he has lost a random piece of
treasure!
3-6 The
Warrior makes it safely.
53 BROKEN!
A random Warrior,
while searching through his backpack, finds a random treasure is
broken, due to his clumsiness, and is now useless!
54 TREASURE!
The Warriors have
come across a heaped pile of treasure! Each Warrior may take 1 Treasure
Card. However, after they have collected the loot, roll 1D6. If
a 1 or a 2 is rolled, they are Ambushed by (Roll twice on
the Monster Table).
55 UNEVENTFUL
WEEK
56 BLOOD
RAIN
An icy rain of scarlet
pours down on the Warriors, covering the snow in blood. The Warriors
can see no cover and are forced to trudge on through the strange
phenomenon. The rain effects the adventurers in different ways.
Roll 1D6 for each Warrior.
1 The rain
burns at the Warriors flesh causing it to blister and crack. He
now has -2 permanent Wounds.
2 The rain
makes the Warrior dizzy and he has to try hard to remain focused.
He loses -1 Initiative permanently.
3 At first
the Warrior worried about the odd rain but suffers no ill effects,
save a cold chill.
4 The heavy
steps the Warrior once took suddenly feel lighter and easier! The
rain seems to give strength to tired bones. He gains +1 Movement
for the next adventure.
5 The rain
makes the Warrior feel a new strength within his bones. + 1 Strength
for the next adventure.
6 The Warriors
skin hardens and at one point it seems unbearable, but then it eases
slightly. Gain +1 to Toughness permanently.
57 FREE
FOOD?
The Warriors come
across a huge Mammoth, slain and left in the snow. Half of it has
been sliced up and is being roasted on a large bonfire, which at
least for the time being, is deserted. If the Warriors stop and
eat here they are healed to full Wounds, but on a roll of 1 or 2
on a D6 the creators of the fire return. Roll for Monsters 1 Battle
Level higher then the Warriors, and fight a battle.
58 FROST
CLAN INJURY
The Warriors stumble
across a huddled body in the snow. Dark blood flows from the folds
of its white robes. The Warriors slowly turn him over to see what
they already guessed, it was one of the frost clan, his white bony
features splattered with blood. His Wounds seem mendable but he
will need a bandage, or other healing item. If the Warriors cannot
heal him they must leave him and continue. If they do heal him,
he coughs and splutters but manages to sit up. Suddenly white robed
forms appear on the horizon, and beckon for the party's wounded
kin to be brought to them, which the Warriors may do. Roll 1D6:
on a 1-3 nothing happens and the clan disappear. On a 4-6 an eerie
blue light surrounds the adventurers, and a flush of power flows
over them. Each Warrior receives either +1 Toughness or Strength
for the next adventure.
59 VEIL
OF TREACHERY
The group is making
good progress when suddenly one of a random Warrior draws his weapon
and attacks a fellow Warrior! He is crazed by a strange magic and
will fight his target with his usual weapon. His fellow Warriors
must get him down to half Wounds before he finally clears his thoughts
and comes to his senses. If the Warrior is just too good and winning
is futile then the Warriors may attempt to flee (by escaping pinning).
They then will have to continue the journey without the crazed one,
rolling on the Norse Hazard Table themselves.. The crazed one finally
regains control of himself after a week and must meet his friends
at the next Settlement, rolling for Hazards himself. But for the
next adventure, if a 1 is rolled in the power phase, he becomes
crazed again, and will fight a Warrior as above. He will only attack
for one turn at a time, after which he snaps out of it.
60 SUICIDE
The Warriors are
passing through a cliffy area, when suddenly a crazed orc call is
heard. They look up to see an orc leaping off of an overhanging
cliff onto the party! He lands on a random Warrior, inflicting 3D6
damage, before dying. The Warrior then heaves the greenskin off
him cursing his luck.
61 CHAOS
The icy ground pulses
with the black veins of chaos, and the Warriors feel a strange yearning
for carnage. For the next battle the Warriors go into a blood rage,
doubling their strength. Once their want for bloodshed has subsided,
things return to normal.
62 A
CALL TO ARMS
The Warriors are
walking through a wooded area when suddenly a man comes running
at them clad in furs that are stained in his own blood. "COME,"
he says in desperation, "Come and save my village! So many! So many!"
One of the Warriors grabs him by the shoulders and shakes the insanity
from him," What attacked you man?" he says. "YETIS!!" With that,
he dies in the Warriors arms. Up ahead the sounds of battle can
be heard. The Warriors can now either continue their journey or
go to help the villagers. If they help the village, they find that
2D6 Yetis are slaughtering the townsfolk, but they turn their attention
to the Warriors as they enter, and seeing them to be a bigger threat
charge them. Fight a battle with the Yetis. The Warriors are rewarded
with 200 Gold each for their help if they survive.
63 BUSINESS
OFFER
The Adventurers approach
a tall olive skinned man clothed in a thick black cloak. He call
the Warriors over to him and asks whether they are interested in
a business proposition. He tells the Warriors that they can each
purchase 1 luck amulet which stores 1D4 Luck points, and costs 150
Gold. This luck is, of course, not permanent. He then continues
on his way.
64 SOLDIERS
The Warriors are
approached by a troop of soldiers. Roll 1D6:
1-2 When
the soldiers are a reasonable distance away from the adventurers
they suddenly point at a random Warrior and yell "Traitor!" Pulling
their swords out they charge at the Warrior in question. The Warrior
sees that explanations are out of the question, and looks to his
friends for assistance. They join the battle. Each Warrior must
roll 1D6 for each Battle Level he has. Take the total of these numbers
from 50. The remainder is the amount of damage the Warrior receives
from the battle, with modifiers. They find nothing of interest on
the soldiers.
3 The soldiers
and the Warriors stand their ground, unsure of the next move. Roll
again on this table, adding +1 to the roll.
4-5 The
soldiers walk up casually to the Warriors with welcome smiles. They
actually do know who the Warriors are and are honoured to meet them,
shaking their hands heartedly. They give the Warriors an extra 3
provisions each. They then continue on their way.
6 The soldiers
march up to the Warriors and kneel before them. "Hail King El'Heldon,
ruler of peace and justice!" they chant at a random Warrior. They
then begin to give that Warrior gifts saying it was from a recent
battle. Now, the Warrior can deny he is their king, or he can go
along with the charade and receive two Treasure Cards.
65 GREEN
HELL FLAME
During the night
the random Warrior on watch is surprised by a magical green flame
that suddenly ignites over his whole body. Finally the flames stop,
but not before they inflict 2D6 Wounds, unmodified. The Warrior
guesses it must have been a wizard he has crossed throughout his
travels, one that had it in for him.
66 UNEVENTFUL
WEEK
67 ASSISTANCE
The Warriors are
met on the trail by a group of soldiers who claim they are heading
off to slay a mighty Ice Dragon that has been causing considerable
damage and death in the surrounding villages. They ask the Warriors
if they would help them in their quest. If the Warriors take the
soldiers up on their offer they travel with them to the resting
place of the beast, who is there on any other roll than a 1 (in
which case the Warriors continue the journey). The battle is a furious
one, but after must bloodshed, and 4D6 Wounds taken from each Warrior,
the dragon is dead. Each of the Warriors is rewarded with 1000 Gold,
from the Dragon treasure horde.
68 TEMPLE
OF DOOM
The Warriors come
across a temple entrance in the snow, covered in blood and shaped
in the form of an open demon mouth. If they decide to go in, shuffle
2 dungeon cards and place the Idol Chamber Objective Room card at
the bottom of these. Play this as a normal adventure only roll 1
level higher on the Monster Tables, including the Objective Room
Monster tables.. Once the creatures have been vanquished all Warriors
receive an objective room treasure.
69 SHORTCUT
The adventurers find
a secret path through a wooded area, and find they have cut 2 weeks
from travel.
70 WILD
BOAR
During a rest break
in the afternoon a random Warrior spots a wild boar, which he may
try and hunt. Roll 1D6:
1-2 The
Warrior sneaks close to the boar, and then, waiting for the right
moment pounces. The boar slips out of his grasp easily and the shocked
adventurer lands face down in a puddle of slushy mud. Pulling himself
up he looks over to the his fellow adventurers who are all laughing
boisterously at the entertainment.
3-4 The
Warrior finds the boar to be too quick for him and loses him quickly.
Shrugging he walks away believing today was just not his lucky day.
5-6 With
a mighty pounce the boar is in his hands squealing and snorting.
He quickly breaks its neck, and begins preparations for cooking
it up. He manages to get 5 provision out of it.
71 SNOW
LEOPARDS
Moving through rocky
area, specked with trees, the Warriors realise they are being followed.
Finally the stalker shows itself and jumps down from a nearby outcrop.
It is a snow leopard! Roll 1D6. On anything but a 6 the creature
attacks and inflicts 2D6 Wounds on a random Warrior before being
slain by the remaining Warriors. If a 6 was rolled a random Warrior
stares deep into the beasts eyes, which is followed by an eerie
silence. Finally the leopard darts off. But the Warrior cannot help
but feel somewhat bettered by this experience. He may add 1 non
permanent luck.
72 A
TALE OF BUTCHERY
The Warriors enter
a small destroyed village. Bodies lay slain in the snow drenching
it in crimson. What survivors are left run to their side and beg
that something be down about this. The town elder explains that
a demon called "Oragrom" devastated the town, with his minions.
They know he lives in caves not far from here and implore the Warriors
to go and slay him. If they take up the challenge they must immediately
play another adventure an normal, but with half normal dungeon cards
and with Oragrom in the Objective Room as well as any other beasties
that are rolled. The stats for Oragrom are as follows:
|
ORAGROM |
Wounds |
50 |
Move |
4 |
WS |
5 |
BS |
4+ |
Strength |
6 |
Toughness |
6
(8) |
Initiative |
6 |
Attacks |
3 |
Gold |
2500 |
Armour |
2 |
Damage |
2D6/3D6(6+)
|
Magic Dispel 4+,
Magic Resistance 6+, Magic Weapon, Magic Armour, Magic Item.
Oragrom can never
truly die he is instead banished to hell, when "killed". Once the
dungeon has been completed the villages give the Warrior 1 Treasure
Card each.
73 BLUE
MUSHROOMS
The adventurers come
across a grove of small blue mushrooms. These rare items are renowned
for having strange effects on whoever eats them. Any Warrior may
feast on these mushrooms, then roll 1D6 on the table:
1 The Warrior
feels dizzy and falls over. Subtract -1 Initiative and Movement
for the next adventure.
2 The Warrior
feels weak and sits down for a moment. Subtract -1 Strength for
the next adventure.
3 The Warrior
feels strengthened somehow. Add +1 Strength for the next adventure.
4 The Warrior
feels like his skin is toughened. Add +1 Toughness for the next
adventure.
5 The Warrior
feels a new power flowing through him. Add +1 Strength for the next
adventure. In addition roll 1D6. On a roll of 6 the change is permanent.
6 The Warrior
feels a surge pain through his body. Add +1 Toughness for the next
adventure. In addition roll 1D6. On a roll of 6 the change is permanent.
74 STENCH
OF CHAOS
A foul stench hangs
in the air, making the Warriors cough and gag. The Warriors contract
a disease making them suffer -1 to all attributes, apart from attacks
and damage dice. The disease can be cured at a settlement for 150
Gold.
75 FOOLS
GOLD
While the Warriors
are sitting around the camp fire a random Warrior is counting his
Gold. Suddenly he realises that (1D6 x his Battle Level x 10) of
his Gold is not real Gold but fools Gold and useless! He tosses
this Gold aside and settles down to sleep, cursing his luck.
76 RUNAWAY
As the Warriors turn
around a bend in the road, a large cart hurtles past them with an
old man and woman chasing after it. They shout out for assistance
as they chase their belongings down the road. If the Warriors decide
to help roll 1D6 on the following table.
1 The Warriors
all turn to run at once causing them to fall over themselves in
a big heap. The cart then swerves and crashes into a tree, spilling
and ruining all of the contents onto the ground. Feeling ashamed
the Warriors continue on their way. -1 Luck each until the next
settlement is reached. If any Warrior has used all of his Luck,
then he loses 1D6 Wounds instead.
2 The Warriors
charge after the run away cart and reach it just as it flies off
a cliff. It sails though the air briefly before it plummets to its
destruction. The Warriors feel so bad about these nice folks losing
all of their belongings that they each give them 1D6 x 50 Gold.
3-4 The
Warriors manage to stop the cart in time. The two old people finally
catch up and are very pleased that they have not lost all of their
possessions. They thank the Warriors. The group of Warriors then
walk off, feeling a sense of pride.
5 The Warriors
manage to stop the cart before it crashes. The owners turn out to
be quite rich and reward the Warriors with 1D6 x 100 Gold between
them.
6 The Adventurers
stop the cart before any damage can be done. The incredibly wealthy
owners reward the Warriors with a Treasure Card each.
77
UNEVENTFUL WEEK
78 MAGICAL
ARTIFACT
During the weeks
travel, a random Warrior finds a strange amulet. He may use this
amulet once on any Monster in line of sight. Roll a D6. On a roll
of 3-6 it hits and instantly takes the creature down to 1 Wound.
On a score of 1-2 it explodes, taking the Warrior who used it down
to 1 Wound instead. Once used, discard.
79 BIG
FISH
The Warriors are
walking across a frozen lake, when suddenly a huge fish head smashes
through the ice right under a random Warrior. Roll 1D6:
1 The speed
of the attack was too fast and the strength of the creature too
great for the Warrior, and he is quickly eaten. The beast then dives
down under the sheet of ice again. The Warrior is dead.
2 The mouth
of the fish closes around the Warrior, breaking a few ribs. He then
manages to escape its grasp and the fish dives down into the water
again. The Warrior is at -1 Weapon Skill until healed for 1D6 x
200 Gold at a Settlement.
3-4 The
nose of the fish pushes the Warrior up into the air, sending him
crashing to the ground, taking 1D6+4 Wounds.
5-6 The
Warrior jumps the path of the hungry beast escaping its gnashing
jaws. The monster submerges and the Warriors make a hasty run for
the opposite edge of the lake.
80 JUDGEMENT
DAY
Just as the Warriors
are getting used to a relaxing week of travel a huge thunder clap
is heard from the sky. Boulder upon boulder of molten rock comes
crashing down on top of the shocked Warriors. Roll 1D6 for each
Warrior. This is how many molten boulders hit the Warrior. Each
one bashes 3D6 damage out of the Warrior. Subtract Toughness and
Armour from the total damage caused. The surviving Warriors may
continue the journey.
81 LEGEND
The Warriors join
a fellow adventurers' campfire to talk about recent adventures and
recent treasures. Later on that night a legend comes up about an
unholy circle of dark beings known as "Dark Lords". Apparently their
have been many sightings of the Lords recently. From know on every
time the Warriors enter an Objective Room in Norsca, pick the highest
Battle Level between them and roll 1D6 for every 2 levels. The number
of sixes rolled is the number of Dark Lords which appear and join
in the battle.
|
DARK
LORD |
Wounds |
50 |
Move |
5 |
WS |
6 |
BS |
4+ |
Strength |
- |
Toughness |
5 |
Initiative |
8 |
Attacks |
3 |
Gold |
1500 |
Armour |
- |
Damage |
-
(Chill 1) |
Magic Dispel 6+,
Ethereal, Fear 6, Ignore Blow 6+, Necromantic Magic 1.
Dark Lords are undead
warlords from great Norse armies, brought back to protect important
treasures. They are a few feet higher than a barbarian, and have
the fearsome features of a great Norse fighter.
The Warriors thank
the fellow adventurers for the tip and have a good nights sleep.
82 KIDNAPPED
Late one night a
random Warrior is grabbed in his sleep by a group of monsters. When
the others awaken and come off watch they discover him missing and
a set of foot prints in the snow. They follow the prints to a cave.
Obviously they wish to find their friend, so they enter the cave.
Play this as a normal adventure but use only 1 dungeon card, and
one objective room card, place accordingly. When the Warriors reach
the objective room place the kidnapped Warrior in the far end of
the room. Place a Necromancer next to him. The Warrior is bound
by thick ropes, and is about to be sacrificed to the monsters chaos
god. Roll for monsters as in a dungeon room (Do not roll on the
objective monsters table). At the start of every turn the Necromancer
will stab the bound Warrior for 1D6 unmodified damage, trying to
sacrifice him. If he dies, he may not be healed by any of his possessions
because they are not on him, or any provisions or bandages belonging
to other Warriors unless they are adjacent to him. The Necromancer
will stop stabbing the Warrior if he is in close combat. The Warriors
possession's are found after the battle is won. Work treasure out
as normal, although no Objective Room treasure is found.
83 PORTAL
The Warriors approach
a dark blue portal, standing vertically up from the ground. If the
Warriors step through the portal roll 1D6:
1 The Warriors
have been teleported back to the dungeon entrance and must start
the journey again.
2-4 The
Warriors emerge on the other side of the portal, having gone nowhere.
5-6 Luckily
the portal takes them directly to their destination unscathed.
84 LOST
The endless snow
sends the Warriors around in circles. Add +2 weeks to travel time.
85 TREASURE
HORDE!
The Warriors come
across a huge treasure horde left in the snow after what looks like
a recent battle. Roll 1D6 for the whole group of Warriors to see
what goodies they find.
1 The Warrior
ends up finding only 1D6 x 100 Gold.
2 The Warrior
finds 1D6 x 200 Gold and 1 Treasure Card.
3 The Warrior
finds 1D6 x 300 Gold and 2 Treasure Cards.
4 The Warrior
finds 2D6 x 200 Gold and 3 Treasure Cards.
5 The Warrior
finds 2D6 x 200 Gold and 1 Objective Room treasure.
6 The
Warrior finds 3D6 x 200 Gold, 1 Objective Room treasure and
1 Treasure Card.
Then roll 1D6. If
a 6 is rolled, roll another D6 to see what else they find. Keep
repeating the above procedure until no more treasure is found. Add
the total amount of treasure together and divide it evenly amongst
the Warriors.
86 WOODEN
LEG
While the Warriors
are walking a random Warrior feels a sharp pain in his leg. He looks
down to see a snake with its fangs embedded in his leg. He quickly
rips it from his body, and throws it away, but the damage has already
been done. The Warrior feels the poison spreading already. The Warrior
has no choice but to amputate the leg, reducing movement to 1, and
taking an immediate 4D6 Wounds unmodified. At the Norse Seaport
he may have a wooden leg made for him at the Norse Wares shop for
150 Gold. This gives him +2 Movement. The maximum Movement a Warrior
with only one leg can have is 3 (unless of course, he has a magic
item adding to his movement). If his leg is taken off his friends
have to carry him between the Dungeon and the Settlement, doubling
the time it takes to travel. He is at half WS (rounding up), until
he gets a new leg. Once he acquires his wooden leg he is permanently
at -1 Weapon Skill (minimum 1). If this event happens to the same
Warrior again, the snake bites his wooden leg and nothing happens.
87 IN
THE MIDDLE
The Warriors are
travelling across a large flat area of snow, when suddenly a trumpet
sounds to the right, then another to the left! Suddenly a large
troop of men move into view on the right, and then a large group
of orcs show them selves to the left. The Warriors start to walk
with a bit more haste but it is too late! Another horn is blown
on either side and they both charge at each other, the Warriors
being in the middle of the two! Before long the hordes are upon
them, fighting each other mercilessly. The Warriors have no choice
but to fight their way out to the other side. Roll 1D6 for each
Warrior:
1 The Warrior
is caught in a savage onslaught of hacks and slashes, causing him
much damage before he manages to get out of the battle. He is hit
2D6 times, each causing 1D6+4 damage.
2 The Warrior
starts off fighting well, but a hit to the back of his head sends
him sprawling to the ground. Then he is trampled by the fighting
Warriors and only just manages to get free of the battle zone. He
receives 3D6 Wounds, unmodified, from the trampling.
3 The fight
goes well for the Warrior and he holds his own until reaching a
safe distance from the battle.
4-5 The
Warrior is up to his usual form, hacking and slashing the enemies
down before him. He also manages to grab some fallen Gold on his
way out. Add 1D6 x 50 Gold.
6 The Warrior
goes into a frenzy, slicing and chopping his way through the ranks.
Finally he reaches an Orc Warlord who he fells by a strong hack
to the chest. He then grabs a piece of treasure from the Warlord
before hacking his way out of the area of battle. Take a Treasure
Card.
88
UNEVENTFUL WEEK
89 HOLY
GLADE
The Warriors come
to a glowing glade seemingly untouched by the harsh environment.
Any Warrior entering the glade will instantly have any disease,
illness, ailment, or lost limb instantly healed back to normal.
In addition he is healed back to full Wounds.
90 HERMIT
The Warriors come
to an old hut in the snow. They find an old hermit sitting by himself.
He offers the Warriors a place to stay for the night. If they stay
roll 1D6:
1-2 Just
after the Warriors have gone to sleep the hermit puts a curse on
them, for he hates adventurers always troubling him. The next battle
the Warriors are in, all damage from their weapons is reduced by
2.
3-6 The
Warriors feel well rested and have gained back all of their Wounds.
They thank the hermit and continue on their way.
91 TRAP
A random Warrior
falls down a pit covered with snow, and pierces himself on one of
the many spikes below. He immediately takes 3D6 Wounds, and it takes
a few hours to get him out if no one has a rope, or levitate spell,
in which case he bleeds for another 1D6 unmodified damage.
92 FALLEN
HERO
The adventurers find
a dead body strewn on the road. At first they think it is just a
poor man slain for his belongings, but then they see it is a great
hero, one of the greatest Warriors ever. A solemn silence comes
over them as they realise that no matter how powerful a Warrior
becomes, he still runs the risk of being over run by the evil creatures
of this land. They bury the body that has already been ransacked
by savaging thieves.
93 WAVE
OF MAGIC
The group is making
good progress when suddenly a wave of energy passes over them knocking
them to the ground. On the horizon a dark warlock can be seen, but
by the time the Warrior have stood up he is gone without a trace.
For the next battle no spells can be cast be the Warriors.
94 CONFRONTATION
The Warriors come
to a bridge across a large ravine. At the beginning of the bridge
is a large black man sharpening a huge carving knife. As the Warriors
approach he begins to speak. "You want to cross the bridge, eh.
Well only if you can beat me in an arm wrestle." The Warriors must
pick the strongest one between them. That Warrior then sits down
at a make-shift table adjacent to the huge bridge keeper. Roll 2D6
for the Warrior and add his strength. Then roll 2D6 for the bridge
keeper and add his strength of 5. If the Warrior's total is higher,
he wins and the party crosses the bridge without further incident.
If the result is a draw, or the Warrior scored below the bridge
keepers, he has lost and the party must make a huge detour around
the ravine adding 4 weeks to travel. Of course they can attack and
kill the man if they wish and then cross. If this is what they wish,
fight a battle, if they win they can cross.
|
BRIDGE
KEEPER |
Wounds |
15 |
Move |
3 |
WS |
4 |
BS |
5+ |
Strength |
5 |
Toughness |
4 |
Initiative |
3 |
Attacks |
1 |
Gold |
200 |
Armour |
- |
Damage |
1D6 |
He fights with his
huge cleaver which causes an extra 5 damage on a 6+ to hit.
95 PIT
OF DOOM
The Warriors come
to a deep hole in the ground. Vine like tendrils trail down into
its depths, which fades away into darkness. If the Warriors wish
they may descend the into hole using the vines as ropes. If they
choose to, roll 1D6 for the whole party:
1-2 A random
Warrior loses his grip and falls from the vine! Roll 1D6.
1-2 The
Warrior falls to his death on the rocky floor of the pit. The other
adventurers meet his corpse at the bottom.
3-6 The
Warrior is grabbed by another random Warrior, and is swung back
to the vine. Finally the bottom of the pit is reached.
3-6 The
Warriors descend safely to the bottom of the pit.
Treat the pit as
a normal Norse Ice Cavern only with the following changes.
- There are two Objective Rooms
shuffled into the lower half of the dungeon deck. Only after the
second Objective Room has been cleared of monsters do the Warriors
find a secret set of stairs leading up to daylight.
- After every battle all Warriors
roll for Gold as well as the usual treasure.
If the Warriors need
to they can flee back up the vine, rolling on the same chart they
used to come down. Of course, they have to make their way back to
the entrance of the Cavern before they can do this.
96 MIRROR
OF JUDGEMENT
The Warriors come
across a strange old lady with a tall mirror. The woman beckons
them over and tells them of the mirrors properties. She says that
the mirror rewards the good and punishes the evil. She then offers
it to the Warriors so they can gaze on their inner soul, for a small
cost of 400 Gold of course. Roll 1D6 for each Warrior who looks
into the mirror:
1 The Warrior
looks at the mirror and sees the truth about himself. Apparently
he is not as good a Warrior as he thought he was. Suddenly the mirror
flashes red and the Warrior feels weak and falls to the ground.
When he awakens he is at 1 Wound.
2 The Warrior
stands in front of the mirror for a few moment. Nothing happens,
so he shrugs and gives the mirror back to the old woman.
3 The Warrior
feels a brilliance shower over him and gains +1 non-permanent luck.
4 The Warrior
stares into the mirror and feels strengthened. He gains +1 strength
for the next adventure.
5 The Warrior
feels his flesh toughening and strengthening. He gains +1 Toughness
for the next adventure.
6 The Warrior
feels a wave of mental strength surge over him. It reveals to him
a way of controlling his innermost fears. He may permanently add
+1 to all fear rolls.
97
STALACTITE
The group is passing
under a overhanging cliff, when one of the stalactites gives way
and hurtles down towards the Warriors. A random Warrior is hit directly
in the head, causing him to lose 3D6 Wounds with no modifiers. If
the Warrior is wearing a helmet, he may subtract the helmets armour
from the damage, but roll 1D6. On a 1-2 the helmet is damaged beyond
use and must be thrown away.
98 FEVER
A random Warrior
is bitten by an exotic insect, and contracts a fever. Day and night
he is tormented by this ailment, throwing his body into hot and
cold flushes. While in this state he is at -1 to Strength, Weapon
Skill, Movement, and Attacks (minimum of 1 each). The fever can
be healed at a settlement for 400 Gold.
99 UNEVENTFUL
WEEK
100 SIGMAR
As the Warriors are
crowded around the campfire one night, a great wailing rises in
the wind. Suddenly the campfire bursts into a bright blue flame,
rising high into the night air. Then a figure appears in the flames.
It is the figure of Sigmar himself! He begins to speak. "I have
been watching you, Warriors, and I have noted your good deeds. I
will repay you for this, and bid you to continue to rid the land
of evil." With that he vanishes. Each Warrior may roll 1D6. On a
roll of 6, Sigmar rewards the Warrior with 2 points of which he
can distribute amongst any of his attributes, apart from Damage
Dice, Attacks and Movement. No more than 1 point may be assigned
to any one attribute.
Hazards
by Ben Head.
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