1 UNEVENTFUL WEEK
2 ICY WINDS
Icy winds slow up
travel, adding 2 weeks to the journey.
3 FISHING
The Warriors decide
to do a spot of fishing. Each Warrior rolls 1D6:
1 The Warriors
efforts to catch even one fish is futile. The whole crew laughs
and finds his inability an inexhaustible source of amusement. Add
2 dislike points.
2 The Warrior
manages to catch one sick looking stubby rock fish. The crew chuckles
at his uselessness. Add 1 dislike point.
3-4 The
Warrior manages a decent week of fishing.
5 The Warrior
catches a large fish, which he feasts on with the crew. Subtract
1 dislike point.
6 The Warrior
skilfully catches a humungous, fat, two headed fish beast! The crew
is very impressed and all help him devour the beast. -2 dislike
points.
4 CHALLENGE #
*
One of the crew approaches
a random Warrior. The burly bearded man challenges him to an arm
wrestle (If he refuses add 1 dislike point). He leads The Warrior
to a crud wooden table in the eating level, and they are soon surrounded
by cheering Norse, all chanting the burly mans name.
They both sit down
and begin. Roll 1D6 for the Norse and add his strength of 4. Then
roll 1D6 and add the Warriors Strength. If there is a draw roll
again.
If the Norse has
the greater number he wins. The Warrior takes 1D6 damage (no modifiers)
but is patted on the back by the rest of the crew for having a go.
If the Warrior has
the greater number he has won. There is a short silence then everybody
is shouting his name and heartily shaking his hand. Subtract 2 dislike
points.
# If the Captain
of the ship is Steg Olafson then it will be him who is challenging
the Warrior. If the Warrior wins then Steg is impressed. Subtract
1 dislike point.
5 SIGHTING
#
There is a sighting
off the starboard bow of vultures circling something large floating
in the water. Roll 1D6:
1-3 The
Captain decides not to investigate and continue with the journey.
4-6 The
Captain is overcome with curiosity.
# Captains
Olas, and Condra will always investigate.
It is soon discovered
that a ship has recently been plundered and blown apart. The vultures
are swooping down and pecking on the (1D4):
1 Human
2 Orc
3 Skaven
4 Dwarf
bodies strewn on
the larger fragments.
The Captain states
that the ship that did this must still be in the area. Roll 1D4
next week On a 1 or 2 treat the week as normal, on a 3 or 4 go straight
to Event 25.
6 DRINKING
COMPETITION
A random Warrior
wins a salt water drinking competition. He walks away 1D6x10 Gold
richer, but 1D6 wounds sicker!
7 DECEPTION
If there is a wizard
aboard continue reading, otherwise this is an Uneventful Week. He
feels a strange presence from one of the crew passing by him. He
grabs the Norse by the shoulder, whirling him around to face him.
Roll 1D6:
1 The Norse
suddenly metamorphoses into a Skaven Warlock and attacks, cursing
the Wizards discovery.
2 The Norse
suddenly metamorphoses into an Orc Shaman and attacks.
3 The Norse
suddenly metamorphoses into a Chaos Dwarf Sorcerer, who attacks
the Wizard.
4 The Norse
suddenly metamorphoses into an Orc Shaman and three other Norse
also change into Orcs and attack.
5 The Norse
suddenly metamorphoses into a Skaven Warlock and three other Norse
also change into Skaven Clanrats and attack.
6 The Norse
suddenly metamorphoses into a Chaos Dwarf Sorcerer and four other
Norse change into Dwarf Blunderbusses and attack.
The Monsters will
always attack the Wizard. Place a normal dungeon room to signify
a small portion of the deck. The Wizard begins the battle alone.
All other characters roll 1D4 for how many turns it takes to reach
the battle. Once they arrive randomly choose characters they attack,
but the discovered Sorcerer will always attack the Wizard. If the
Warriors win each person in the battle receives -2 dislike points
and Treasure as normal.
8 SING
ALONG
At night the crew
engages in a hearty sing along. Roll 1D6 for each Warrior:
1-2 Knowing
that his singing isn't ground breaking the Warrior stays at the
back meekly humming out a few tunes. His failure to join in is frowned
upon by the Norse - add 1 dislike point.
3-5 The
Warrior sings with the crew just as loud and swaps many stories
of old. Subtract 1 dislike point.
6 Realising
this may be his big break, the Warrior leaps on top of the nearest
table, letting out a great bellow and grabbing everyone's attention.
The Warrior starts up a mighty ballad of dragons and men. Everyone
starts clapping and singing along, banging their tables in mutual
admiration of such talent. Subtract -2 dislike points.
9 BOREDOM
The boredom is getting
to much for the Warriors, roll a D6 for each one:
1 The Warrior
decides to while away his hours throwing a spare knife at a cabin
door. Suddenly the door swings open and an unsuspecting crewman
is hit by the dagger. Roll a D6. On a 6 it hit the Captain!. The
knife doesn't inflict any serious injury but the crew is concerned
wether it was an accident or not. If the knife hit a crew member,
add +2 dislike points, if it hit the Captain, add +4 dislike points.
2-4 The
Warrior decides its time for a little "R and R". He relaxes in some
thick furs and dreams of home, wenches, and ale.
5 The Warrior
is so bored he sorts the entire ships rations out into easy manageable
groups for the crew. The Captain is impressed with his initiative.
Subtract -1 dislike point.
6 The Warrior
decides to use his time constructively studying the navigational
maps and plotting alternate courses. He discovers a flaw in the
current course, and by telling the Captain, manage to make the voyage
2 weeks shorter. The Captain is happy with the Warriors efforts.
Subtract -2 dislike points.
10 TAKE
A DISLIKE TEST
11
BEAST #
One of the Norse
crewmen calls out from the port side of the ship yelling for help.
The Warriors turn to see him pulled over the side by a huge black
tentacle. They run over to the side to see a massive black blobby
sea anenome type beast pulling its way up the side of the boat.
The Warriors have to attack the beast for they are the closest.
They instantly subtract -1 dislike point, and each rolls 1D6:
1 The brave
Warrior sticks his head over the side and yells a raucous battle
cry, only to be replied with by a huge fountain of black sticky
tar like substance. It hits the Warrior right in the face while
he is yelling. He stumbles back clutching his face which is burning
from the acidic substance. Take 1D10 Wounds without modifiers, and
spend the rest of the week recovering.
2 The Warrior
mightily heaves up the monstrous anchor, and drops it over the side.
It hits the beast which is knocked off and falls into the ice water.
The Warrior turns to his fellow adventurers slapping his hands and
starts making wise remarks about how easily the manoeuvre was, completely
oblivious to the rapidly diminishing chain which his leg is entangled
with. Suddenly the Warrior, with a quick jolt, flies over the edge
feet first, in mid sentence. A few minutes later the Warrior's fellow
adventurers manage to heave up the anchor, finding the freezing
hero clinging to the chain chilled to the bone. He flops over the
side shivering. He has caught pneumonia and is at -1 Str for the
next 2 battles.
3-5 The
Warrior throws a nearby spear at the beast which hit it in the side,
2 more should knock it from the hull.
6 The Warrior
hurls a nearby spear right into the climbing beast hitting vital
organs and killing it. The Captain is impressed with his ability
with the spear and reward him with an amulet of destruction which
allows him to double damage for one turn.
If the beast is still
around when everyone has rolled it pulls itself aboard causing heavy
damage to the ship before the crew and the Warriors defeat it. The
damage slows up the voyage another 1D6 weeks.
# If the Captain
is Captain Silver, no roll is needed. He runs over leaps up on the
side of the ship pulling out two pistols firing a shot off at each
of the tentacles which are hanging on to the boat. They both hit
shearing through the tentacles, causing the beast to fall to the
ocean.
12 BROKEN
FLOORBOARD
A random Warrior
steps on a floorboard which hasn't been secured properly. He steps
on one end causing the other to spring up and hit him in the face.
Apart from looking like an idiot, he loses 1D6+4 dam.
13 LIGHT
FINGERS *
One of the Norse
crew has been harassing a random Warrior about his (1D6):
1 Hair
2 Clothes
3 Name
4 Eating
Habits
5 Sailing
Ability
6 Fighting
Ability
and the Warrior has
had just about enough. He sneaks into the crews sleeping quarters
to the undesirable Norse and carefully rummages through his belongings.
Roll 1D6:
1 The Norse
awakes to find the Warrior looking through his goods. He awakens
the others and they beat you up (2D6 dam unmodified) and throw him
out of the sleeping quarters. +3 dislike points.
2-3 The
Warrior finds 1D6*50 Gold, and is undetected.
4-5 The
Warrior finds 1D6*100 Gold, and is undetected.
6 The Warrior
finds treasure. Take a Treasure Card.
14
STARVATION #
Unfortunately the
Captain has misjudged the food required for the voyage. Unless there
is a spell caster with a food or healing spell, the Warriors must
fish for their food.
Every week remaining
you must roll 2D6 for each Warrior (representing the damage taken
from starvation), then roll another 2D6 (representing the weeks
fishing). Take the second number from the first. The number left
is the hit points taken from the Warrior.
# The Captains
Silver, Condra, and Eric will always have enough food available.
Ignore this event.
15 INFORMATION
The Norse vessel
comes in contact with another Norse ship coming in the opposite
direction. They bring information about a whirlpool a couple of
weeks travel in the way the Warriors are heading. Roll 1D6 for the
Captain's decision:
1-3 The
Captain decides to go on, and take the risk of encountering the
whirlpool. Roll a D6, on a 1,2,3 go to event 57 next event roll.
On a 4,5,6 roll on the event table as normal.
4-6 The
Captain doesn't like his chances against the whirlpool and decides
to skirt the area adding two weeks to the travel.
# The Captains
Blog-de-Blog, and Eric will always go around the Whirl pool (The
4-6 result). Captain Vorak will always take the risk. (The 1-3 result.)
16
DRAGON
The Warrior and crew
spot a large screaming dragon flying far above the boat, roll 1D6:
1 The dragon
swoops at the Norse ship, screeching shrilly. It lets out a blast
of fire from its huge mouth engulfing the ship. The ship takes heavy
damage and slows travel down by 3 weeks. The Warriors also receive
3D6 dam each not modified for armour.
2-4 The
dragon swoops and breathes fire over the ship. All Warriors receive
2D6 dam not modified for armour.
5-6 The
dragon passes over without incident.
17 TRADE
One of the Norse
demands a random Warrior trade an item with him. If he refuses he
receives +1 dislike points. If the Warrior trades a item, he discards
it and receives a new one.
18 LOVE
IS IN THE AIR
A random Warrior
falls madly in love with one of the other passengers of the opposite
sex. While on the ship with her, his to hit rolls are at -1, because
his mind is on other things. If their is a "ship battle" roll 1D6
at the end of every turn, on a 1,2 she dies. If she dies the Warrior
adds 2 to his "ship battle rolls" for he is overcome with rage.
If she is still alive at the end of the voyage, they realise they
must part ways. The Warrior is given a Golden locket worth 200 Gold,
he will only sell it if you roll a 6 in a settlement.
19 FRIENDS
Throughout the last
week, the Warriors have proved themselves to the crew and the Captain
of being useful and an asset to the ship. Reduce all dislike points
to 0. Don't bring minus numbers up to 0.
20 TAKE
A DISLIKE TEST
21 TRAITOR
The Captain finds
poison in his food and suspects a random Warrior of attempting to
take his life. They decide to use an old Norse justice system. The
Warrior in question must survive being dragged armourless, behind
the boat by a rope hands bound, for 1 week, nonstop. If he survives
he is thought of as innocent. Roll a D6 for every day in the week:
1 As the
Warrior is being pulled along he sees a large dark shadow pass below
him. Within a few moments a giant fin rises from the water behind
the dangling bait. The shark bites him from behind causing 2D6+2
dam. (No armour) The shark then swims off repulsed at the taste.
2-3 The
Warrior is harshly smashed onto the waves again and again. The Warrior
takes 1D6+2 Wounds. (No armour)
4-5 The
Warrior is jostled around in the water but suffer no injury.
6 The Warrior
is feeling like he could take on the world today. Summoning an inner
strength the Warrior pulls himself up onto his feet and spends the
day foot-skiing behind the boat, as the crew looks on bewildered!
22
UNEVENTFUL WEEK
23 FIRE!
One night one of
the lanterns is knocked and smashed on some furs and a fire starts.
Roll 1D6:
1 The Warriors
finally get the fire under control, but each Warrior loses 1 item
in the blaze.
2-4 The
Warriors douse the flames after a short while, and no real damage
is done.
5-6 The
Warriors pounce on the flames, dousing them quickly and efficiently.
The crew find your speed to react quite admirable. -2 dislike points.
24 COOKS
The crews cooking
roster comes around to the Warriors this week. They try to decline
but are met with angry faces. So they decide to do their so called
duties to hopefully keep the peace. Roll 1D6:
1-2 The
Warriors cook up a pitiful mass of grey, sloppy slush to eat, reducing
a perfect weeks worth of rations to something barely edible. The
crew gets sick. Add 2 dislike points.
3-4 The
Warriors copy the crude recipes around the kitchen and manage to
serve up a decent meal.
5 The Warriors
copy the recipes around the kitchen but they decide to add a little
personal flare, making the meal actually taste good. The Warriors
subtract -1 dislike point each.
6 The Warriors
decide it's time to let loose with their hidden talents of fine
food preparation, making a splendid meal fit for a king (or a nobleman).
They have gained the crews admiration. The Warriors can subtract
-3 dislike points.
25-29
SEA BATTLE #
The speck on the
horizon grows larger and larger until a vessel of hostile intent
is in view.
First roll for the
lookout to see if he can determine the race of the oncoming craft
from the flag. Roll 1D6:
1 Goblins
2 Skaven
3 Orcs
4 Undead
5 Chaos
Dwarfs
6 Monsters
Roll 4D6+40 for how
many Norse are aboard. Keep track of this number. Now roll 5D6+30
for how many are aboard the enemy craft. If Ogres are the crew,
they gain an additional 1D6 for boarding combat and when rolling
for Warrior damage.
The great ships move
into cannon range. Roll 4D6+40 for each craft. Record this number.
This is the damage the hull of the ships can withstand before they
are destroyed.
Now roll 1D4 for
each ship for how many volleys of cannon fire can be fired before
a boarding action occurs.
Roll 1D6 for each
cannon attack:
1 The crew
manning the cannons have critically misjudged the firing angle.
All the cannons have missed!
2 Some
of the cannon balls impact into the side of the enemy ship, while
others fall uselessly into the ocean. Take 2D6 from the hull of
the enemy craft.
3 Most
of the cannon fire connects with the enemy vessel. Take 3D6 from
the hull of the enemy craft.
4 Most
of the cannon balls crash into the upper side of the enemy war ship.
The hull takes 3D6 damage and the cannonballs also take out 1D6
crew.
5 A crunching
sound is heard combined with yells of pain from the crew. The hull
takes 4D6 damage, and the bodies of 2D6 crew wash overboard.
6 The cannons
are aimed true, puncturing holes through the ship. Explosions are
seen on the deck as crewmen fly from the ship, some in more than
one part. The hull takes 5D6 damage and 3D6 crew fall overboard.
Enemy ship destroyed:
If the ships hull
you are firing at reaches zero the craft has taken too much damage
and sinks into the ocean its crew splashing around, calling out
at your craft. Record the crew number and the hull number. Go to
damage restrictions, then you continue your voyage victorious.
Damage restrictions:
For every ten points
of hull lost another week of travel is added for repairs. For every
20 crew lost add 1 week to travel.
Norse ship destroyed:
If the Norse crafts
hull reaches zero or less the ship sinks and the Warriors are forced
to abandon ship. The Warriors must halve their hits. The enemy vessel
picks up the Warriors for slaves. Go to the "Captured!" section.
Boarding Combat
After the cannons
have been spent and the gap is closed by the two ships calls of
battle rise up from the remaining crew. The two ships crash together
as bodies upon bodies leap from ship to ship. Through the haze of
smoke, flame and bloodshed the brave Warriors battle for their lives
and for freedom.
The Captains will
not fire at each others ships when in close range believing that
if they have to battle in hand to hand they might as well get some
booty.
Now the ships are
close enough for the crew to see the enemy Captain. Roll 1D4 on
the appropriate table.
Goblins
1 Goblin
2 Goblin
Fanatic
3 Goblin
Shaman: 1 attack spell
4 Goblin
Shaman: 2 attack spells
Skaven
1 Skaven
Assassin
2 Skaven
Grey Seer: 1 attack spell
3 Rat Golem
4 Rat Ogre
Orcs
1 Savage
Orc
2 Black
Orc
3 Orc Big'un
4 Orc Shaman:
1 attack spell.
Undead
1 Wight
2 Tomb
Guardian
3 Necromancer:
1 attack spell
4 Vampire:
2 attack spells
Chaos Dwarfs
1 Dwarf
Blunderbuss
2 Dwarf
Sorcerer: 1 attack spell
3 Dwarf
Champion
4 Dwarf
Sorcerer: 2 attack spells
Monsters
1 Ogre
2 Minotaur
3 Troll
(vomit 1)
4 Minotaur
Champion
Now for the hand
to hand battles. For each side divide the crew by ten (eg. a crew
in its thirties would be divided to three.) the number you get is
the number of D6's that side can roll each turn in its attack. The
minumum result is 1.
Now check up on the
crews Weapon Skill. For every Weapon Skill point above 3, add +1
damage dice. These are rolled at the same time to simulate simultaneous
battle. This does not include the character!
Now roll for the
Warriors. Roll each one separately. Roll 1D4 for every Weapon skill
point the Warrior has. Wizards may roll an extra 1D4 for every attack
spell in addition to their weapon skill.
# Special Captains
are treated in the same manner as the Warriors.
Also roll this for
the Captain of the enemy vessel.
These rolls refer
to the amount of crew that are killed on the opposing ships, each
turn.
Keep a tally of the
kills.
After the crew attacks
roll 1D6. On a 6 they have killed the Captain of the enemy ship.
Repeat this after each Warrior attacks. Also use this procedure
for the enemy crew. Special captains are never killed, they are
just knocked overboard.
Now roll 1D6 for
each ten enemy crewmen left. Add these results together for the
damage caused to each Warrior. Each Warrior must roll separately.
Repeat this process
for the enemy Captain.
Repeat this hand
to hand phase until one or both sides are killed.
If the Warriors
win:
Roll 1D6 after plundering
the enemy ship:
1 1200
Gold
2 3000
Gold
3 3000
Gold + 1 Treasure Card
4 3000
Gold + 2 Treasure Cards
5 4000
Gold + 1 Objective Treasure Card
6 4000
Gold + 2 Objective Treasure Cards
If the Warriors
lose:
This is only if there
are fifteen or more enemy crew remaining, other wise the Warriors
finish them off and are left there until another ship arrives. Go
straight to "Ship pick ups". Treat this as "The Warriors win" and
add another 200 Gold each for the extra corpses they raid.
Captured:
The Warriors are
taken prisoner and shackled to the rowing oars. All of their Gold,
items, magic items and armour are taken, and they are whipped into
rowing for their hated captors. From now on, when the ships arrive
at a Settlement, roll on the "Slavery Escape Table", far below.
Now roll 1D4 on the next table to see where they ship is heading:
1 The creatures
hide-out.
2 The Lost
Kingdoms
3 The Ice
Realms
4 Back
to the mainland.
Roll 1D6+3 for the
weeks travelled. Every week a warrior is in slavery roll 2D4 for
each warrior. This the whipping they receive. Remember the warriors
have only their toughness to protect them. The captors want to keep
their slaves alive but sometimes can't help but let them die. Whenever
a Warrior is reduced to zero Wounds and nothing exists to heal him,
roll 1D6. On a 1 or 2 the Warrior is left to die. He may now only
be resurrected. Otherwise the Warrior is fed and is regains
7 wounds.
Slavery Escape:
When docked roll
1D4 for how many days the ship stays. Roll 1D6 for each day:
1 The Warriors
fail to find an opportunity to escape.
2 The Warriors
manage to rip out the shackles holding them but with all the guards
around will have to flee the ship without any of their possesions.
Of course the warriors may wait to find another opportunity to escape.
3 The Warriors
manage to pick the locks on their shackles and have an opportunity
to escape. The warriors only know where half their belongings are
(determined randomly) and none of their gold. Of course, the Warriors
may wait to find another opputunity to escape.
4 The Warriors
manage to grab a of guard and club him to death. They then use his
key to escape. The warriors know where all their belongings are
but can only find half their gold.
5 The Warriors
manage to break their shackles with a loose iron bar they have been
hiding. They know where all of their belongings are and where all
their gold is. They escape with everything.
6 The Warriors
manage to break their shackles with a loose iron bar they have been
hiding. They know where all of their belongings are and where all
their gold is. They also manage to raid the treasure room on their
way out, each warrior receives a treasure card. The warriors escape
with more than they arrived with!
Ship Pickups:
The characters wait
around for (1D6):
1 5 weeks.
They are out of food and lose 2 permanent Wounds each. They are
eventually spotted and picked up by an enemy vessel. Roll for the
race and Captain and then go to the second part of "You Lose".
2 5 weeks
They run out of food and each Warrior loses 2 permanent Wounds.
3 4 weeks
They run out of food and each Warrior loses 1 permanent Wound.
4 3 weeks.
Their food runs out and they each lose 1D6 Wounds.
5 2 weeks,
and nothing much happens.
6 1 week,
and in that time a random Warrior has found some extra treasure
floating past. Take a Treasure Card.
If anything but a
'1' is rolled a friendly captain picks up the Warriors (if they
are still alive). Roll again for captains, wipe clean any dislike
points and join the new crew. Then continue on the journey for the
remaining weeks.
30 TAKE
A DISLIKE TEST
31 OBSESSED
CREWMAN
A random Warrior
finds a new friend aboard the ship. Unfortunately he develops a
fixation for the Warrior, following him around everywhere and pestering
him until he can take it no more and persuades the crewman to leave
him alone with 1D6*50 Gold or a magic item.
32 LUCKY
NIGHT *
The Warriors have
all had a good night gambling with the crew. Each receives 1D6*100
Gold. Pick a random Warrior. Roll a D6. If a 1 or 2 are rolled the
crew has found out he has been cheating! The crew grab all of his
winnings and also take that amount again from his personal Gold.
33 UNEVENTFUL
WEEK
34 GIGANTIC
SPIDER #
When the crew are
perusing the stocks in the lower decks they spin around at a shuffling
sound to see a Gigantic Spider. The spider attacks with 1D10 giant
spiders.
# The Captains
Blog-de-Blog and Olas don't keep up with cleaning the lower levels
much and like to just forget about them. Their ships will have 2
Gigantic spiders in them.
35 CRUEL
GAMES
The Warriors have
stumbled upon a cruel game being played by the more burly Norse.
They have tied and blindfolded a smaller Norse and are spinning
him around and around seeing how long it will take for him to throw
up. The Warriors decide to intervene. Roll 1D6:
1 The Warriors
try to stop this but are forced back and pushed to the ground. They
are pinned by Norse and are forced to watch. Add +2 dislike points
each.
2 The Warriors
fail to make any impact on the situation, but their efforts are
frowned upon by the Norse. Add +1 dislike point each.
3-5 The
Warriors manage to stop this evil act, dispersing the crowd. The
humiliated Norse thanks the Warriors and gives them 1D6*20 Gold
each.
6 A random
Warrior pick up a wooden bucket and walks up behind the leader of
the motley pack. He taps the big Norse on the shoulder, and when
he turns around, shoves the bucket on his head. He then puts all
his strength into one almighty punch, straight into the front of
the bucket. The Norse staggers around and the Warrior grabs him
and spins him around so fast that soon moans are heard from the
bucket then HHUURRRRGGHH. Vomit flows from under the bucket as the
big Norse falls to the ground. The Warriors gives a sharp look at
the others, who are staring at the event in disbelief and some fear.
The Warrior turns his back and walks off. Later on the small Norse
catches up with the Warrior and gives him some treasure for his
help. Take a Treasure Card.
36 EXTRA
CREW
The ship meets up
with another Norse vessel. They are over loaded and offer the captain
of the Warrior's ship 3D6 extra crewmen. Record this.
37 SEA
GIANT
The ship comes across
a huge sea Giant who is travelling in the same direction. The Giant,
after a short discussion, agrees to carry the ship with him all
the way to the destination. No need to roll on this chart again.
38 DISEASE
#
A random Warrior
has contracted a strange disease from a weird fish he caught and
insisted upon eating. The Warrior is sick in bed all week. -1 permanent
wound.
# Captain Condra
has many antidotes on his ship and gives the appropriate one to
the unlucky Warrior. He can disregard the effects above.
39 AXE
THROWING
An axe throwing competition
is taking place when an axe, accidentally, is thrown toward the
Captain. A random Warrior leaps toward the Captain grabbing the
axe before it has a chance of hitting him. The Captain believes
that the Warrior saved his life and insists that he is given a full
refund for the voyage. -2 dislike points.
40 TAKE
A DISLIKE TEST
41 MERMAIDS
The Warriors are
talking while they stare into the water. Suddenly they see a flash
of scales and hair darting under the waves. Then the creatures surface
to reveal that they are mermaids. They look at the Warriors and
smile, then dive back down into the water. The Warriors can add
1 non-permanent luck each for witnessing such a magical event.
42 NORSE
SEAPORT
The ship stops off
at a Norse seaport for three days. The Warriors are free to do what
they will for this time. If the Warriors find they have been detained
at the seaport, the Captain and crew make the necessary arrangements
to bring them back on board at the appropriate time.
If a sea battle
was fought:
At the docks, crew
is recruited back up to its starting level. The Ship is repaired
back to it's starting level.
43 WISE
OLD MAN
The Warriors come
across an old man in the lower decks. He claims he knows many things.
If the Warriors wish to listen to what he has to say they must pay
1D6*100 Gold each and roll on the table each.
1-2 The
Warrior is almost bored to death by endless tales of old, and learns
nothing of interest.
3-4 The
Warrior is taught the "duck and dodge" skill from the old man.
5-6 The
old man appears to be more than he seems and teaches the Warrior
a new skill. Roll on the appropriate skill table.
44
UNEVENTFUL WEEK
45 YETI
When the boat is
passing by a overhanging icy cliff, a white shape leaps down on
to the boat amongst the Warriors. The creature is a Yeti and should
be treated as a Minataur . The Yeti also gets an extra bite attack
doing 1D6+8 dam (don't add str). The bite is on a random Warrior
adjacent to him. Treat this as a normal battle.
46 SIRENS
The Captain warns
the Warriors that they are passing the island of the sirens and
should put ear plugs in, or risk going crazy by their song. If the
Warriors wish to hear the song anyway roll a D6 each:
1 The Warrior
runs around uncontrollably at the alluring song of the sirens. Gurgling
sounds come from his frothing mouth and he staggers around like
a crazy man. The madness has him - his adventuring days are over.
2-4 The
Warrior's head spins and he has to fight hard to control his thoughts.
He loses 1D6 Wounds, + 1-2 permanent Wounds.
5-6 The
Warrior feels a surge of power and life force, roll on the following
chart:
1 You gain
1-2 permanent Wounds
2 You gain
1 permanent toughness
3 You gain
1 permanent strength
4 You gain
1 permanent weapon skill.
46 MAN
OVERBOARD
A random Warrior
has fallen over the side. The boat has to turn around to pick him
up. Add +1 dislike point.
47 TALES
OF HIGH ADVENTURE
The Warriors begin
to think that the crew is beginning to dislike them, so they decide
to tell them of their different quests. roll a D6:
1-3 The
Norse start off interested but soon they get up and leave saying
that the stories are all false, and the Warriors are liars. Add
+2 dislike points.
4-6 The
Norse are fascinated by the Warriors stories and wait on your every
word. Subtract -2 dislike points.
48 SMOKE
#
Smoke is seen on
the horizon, and it is obvious that a ship battle is going on there.
Roll 1D6:
1-3 The
Captain decides to investigate. Go to event 25-29 next week.
4-6 The
Captain decides to skirt the battle adding 1 week to travel.
# Captain Silver,
Condra, Vorak and Steg will always investigate in case a Norse ship
needs assistance.
49 MUTINY
There has been growing
unrest over the last week about the Captain's orders and it seems
this week half the crew have decided to mutiny. The Warriors must
decide which side to take, then roll a D6 on the appropriate table.
Mutinying against
the Captain:
1-3 The
battle is lost and you are put into slavery on the ship. Now roll
on the slavery chart.
4-6 The
battle is won! The Captain is killed (if a special Captain, then
knocked overboard) with his followers now slaves. The Norse thank
the Warriors for their help and give them back the fare. A new Norse
Captain is made. Continue on as normal.
On Captain's side:
1-3 The
battle is lost and the Warriors are put into slavery on the ship.
Now roll on the slavery chart.
4-6 The
battle is won and the aggressors put into slavery. The Captain rewards
the Warriors with treasure. The Warriors may receive 1 Treasure
Card each, + 1D6*50 Gold. Continue on as normal.
50 TAKE
A DISLIKE TEST
51 WINDS
Strong winds work
in the ships favour. Subtract -1 weeks from travel.
52 CAUGHT
IN THE ACT
The Warriors chance
upon a feeding vampire, draining the blood of a crew-mate. Roll
1D6 for each Warrior.
1-2 The
Warrior is injured during the encounter for 1D6+8 damage.
3-4 The
Warrior parries the vampire's attack - a stand off is reached.
5 The Warrior
manages to injure the vampire - a second attack of this nature will
end in the vampire's defeat.
6 The Warrior
kicks off a table leg, spins it in his hand and rams it through
the back of the undead assailant, piercing his black heart. The
creature is defeated.
After the vampire
is vanquished the Warriors take care of the bitten crewman. The
treasure found on the body of the Vampire is 1D6x100 Gold + 1 Treasure
Card. This is to be divided between those who killed or injured
the beast. Yay!
53 NORSE
BLACKSMITH
The Warriors have
discovered that there is a Norse blacksmith on board. The blacksmith
offers to sharpen the Warriors bladed weapons for 60 Gold per weapon.
Sharpened weapons will give + 1 damage for the next quest.
54 ILL
TIDINGS
A random Warrior
has been feeling ill over the past few days, but demands that he
is okay and has been spending time helping the navigator. On one
of these days his sickness becomes too much for him and throws up
over the navigators maps and charts, rendering them soggy and useless.
This causes a setback in travel of two weeks. Add +2 dislike points.
55 UNEVENTFUL
WEEK
56 FIND
CASTAWAY #
The Norse vessel
has come upon a drifting wooden raft with a motionless ragged man
lying face down on the bound together logs. Roll 1D6:
1 A random
Warrior leaps across to the raft and turns the old man over to discover
he bares signs of the plague. The Warrior covers his nose and mouth
and retreats back to the vessel. Roll 1D6 for that character:
1-3 The
Warrior has contracted the plague and takes 1 permanent wound every
week until healed at a settlement for 1D6x150 Gold. When the Warrior
is healed he receives back half of the permanent Wounds that he
lost. While he is aboard the vessel he can't take part in other
character sea events (use common sense).
4-6 The
Warrior has been lucky this day and has escaped contracting the
deadly plague. But he must spend the next week away from the crew
and therefore can not take part in this weeks sea events (use common
sense).
2-3 The
crew find the man has died of thirst and has nothing but rags for
possessions. No booty today.
4 A random
Warrior leaps to the raft and pulls the old man who is barely alive
into his arms. He gives the Warrior a portcullis key. Then says
with his dying breath "Beware of the..." and dies.
5 The Warriors
find him to be alive and he gets up at their arrival. He is overjoyed
to be found by humans and not monsters. He says that he is the only
survivor of a recent sea battle. He slips the Warriors 25 Gold each
for their quick assistance.
6 The man
is found to be alive and states he is the sole survivor of a ocean
battle. He comes aboard the Norse ship and says he grabbed some
treasure before he jumped overboard. He decides to give the treasure
to the random Warrior who helped him onto the ship. Take 1 Treasure
Card.
# Captain Blog-de-Blog
will grab all treasure on a 5-6 on a D6. Captain Silver and Vorak
have the cure to the plague, which neutralises all effects. The
man dies though.
57 WHIRL
POOL
The vessel suddenly
come in contact with a raging whirlpool. It starts to pull the boat
in as the ship lurches to one side. Roll 1D6.
On 1-3 the ship is
pulled into the swirling torrent of death. Roll 1D6:
1-2 The
size and force of the whirl pool are to great and before long the
ship is ripped to pieces. Screaming crew fill the surrounding waters,
as the Warriors cling to floating debris. Halve the Warriors hit
points and -another 4 from the their totals. Roll 1D6.
1-2 The
whirlpool continues to rage covering the Warriors as they gulp endless
water. The Warriors are dead. If the Warriors have come in contact
with "Mermaids" or helped the "Dolphins" they are saved and pulled
to the surface away from the whirlpool on to a floating part of
the ship. Go to Ship pickups at Sea Event 25-29.
3-6 The
Warriors are flung away from the whirlpool by an exploding gunpowder
barrel. They swim madly and only just manage to escape the whirlpools
pull. The Warriors are now stranded on a smashed part of the ship.
The Warriors must now roll on the Ship pickups chart in Sea
event 25-29.
3-4 The
crew rows hard and manage to pull clear of the whirlpool but not
before it suffers some structural damage, slowing the ship down
1D4 weeks.
5-6 The
crew row like never before and their straining pays off as the mighty
galley ploughs its way out of the whirlpools grasp. The ship does
receive some structural damage prolonging the voyage 1-2 weeks.
On a 4-6 the men
manage to heave the oars strong enough to pull the ship free. Continue.
58 RISKY
DISCION #
The lookout reports
to the Captain about a group of drifting icebergs up ahead. The
Captain thinks for a moment then says. (Roll 1D6):
1-3 "We
have not the supplies or the time to go around this obstacle, well
have to go right through." Go straight to Sea Event 85, next week.
4-6 "I
will not risk the lives of my crew on this obstacle, well have to
go around. Add one week to the travel.
# Captains
Eric and Olas will always go around the icebergs. Captains Vorak
and Blog-de-Blog will go through the ice for they are impatient
59 TREASURE
HORDE!
The ship has
come across another Norse galley which is mysteriously deserted.
Upon further investigation a huge amount of treasure is found. The
crew divide the treasure and give the Warriors a small cut as well.
Each Warrior receives 1D2 Treasure Cards + (1D6+2)*100. The ship
is left there because there isn't enough crew to man both boats
properly.
60 TAKE
A DISLIKE TEST
61 PUNCH
UP #
*
Just when you think
another uneventful week is about to pass, one Norse insults the
Warriors about their fighting ability. One thing leads to another
and a punch up starts. Roll a D4 for how many rounds the fight lasts
before the Captain breaks it up. Roll 1D6 for each Warrior each
turn.
1 Punches
come from everywhere knocking the Warrior to the floor where he
is kicked, and bashed take 1D6+5 dam. Subtract -1 to the next roll
on this table.
2 The Warrior
cops a chair in the back which splinters over him. He takes 1D6+4
dam.
3 The Warrior
blocks incoming punches all around him, lashing out now and then
with his own.
4 The Warrior
fights well, keeping on his feet and punching out any on comers.
5 The Warriors
fists connect with many jaws as he pushes through the brutish Norse.
6 The Warrior
is certainly no stranger to the arts of hand to hand combat. He
punches, throws and kicks all those who oppose him. Add +1 to next
roll on this table.
Amazingly after the
fight the Norse slap the Warriors on the back and thank them for
a good brawl. -2 dislike points each.
# If the Captain
is Steg Olafson, he always loves a good fight and will join in heartily.
Each Warrior may add +1 to their rolls on the above table each turn.
62 BEASTIAL
LEGEND
The Warriors are
told of Sea Serpents, their weaknesses and strengths. If the Warriors
ever battle a Sea Serpent the Warriors may add +2 to their roll.
63 DRUID
#
The Warriors discover
a Druid is aboard as a passenger. The Druid offers to heal the party
back to full hit points for no cost. He says he can give an extra
permanent wound also, for a small fee of 150 Gold.
# If the Captain
of the ship is Steg Olafson he is convinced the druid is an enemy
agent and throws him overboard. The Warriors now cannot be healed
by him for the remainder of this journey. If this event comes up
again treat it as an uneventful day.
64 PICK
POCKET
A random Warrior
has been relieved from some weighty Gold by a speedy pick pocket.
The Warrior has lost 1D6*20 Gold.
65 LETTER
The Warriors are
standing with the Captain when an ice falcon swoops down and lands
on the Captains shoulder. Taking the paper bound to the birds leg,
the Captain reads the note and looks up at the Warriors. Roll 1D6:
1 The Captain
frowns and informs the Warriors that his daughter has been kidnapped.
He instantly changes course to rescue her from he creatures island
hide out. It takes 1 week to get to the hideout. When the Warriors
arrive, the Norse land the ship on a secluded part of the Island.
They then split up into different search parties. The Warriors,
being one search party, find the hideout first and decide to go
in and get his daughter, and then head back to the ship. Play this
as a normal adventure. You find the daughter tied up in the objective
room. This is not classed as an ice cavern. When the Warriors
return to the ship with the daughter, the Captain is so pleased
he refunds the money for the voyage. They may also subtract - 4
dislike points each.
2-4 The
message is smudged from rain and from rubbing against the falcons
leg. The message is unreadable. The Captain throws it to the deck,
shakes his head and walks off.
5 The Captain
smiles saying he has a new son. He dances around the deck starting
up a Norse sea shanty. He is so happy he halves the cost of the
voyage for the Warriors, refunding them the value.
6 The message
says that the Captains mother in law has just died. He looks at
the ground and starts sobbing, but soon his fake sobs turn into
bellowing laughter as he yells "I'm free, I'm free," The Captain
is so happy he offers the Warriors a free piece of treasure from
the treasure hold. Each Warrior can pick up one Treasure Card.
66 UNEVENTFUL
WEEK
67 HURRICANE
A hurricane is seen
on the horizon. Roll 1D6:
1-2 Although
the Captain tries to get out of the way of this torrent of death,
it's direction change is so abrupt that the ship ends up going right
through it! The ship is torn and ripped at, tearing the main sail
and damaging the ship. The damage and the torn sail slows up travel
by 1D6 weeks.
3-6 The
Captain skilfully manoeuvres the ship to the side of the hurricane.
A strong wind fills the vessels sail pushing it at an amazing speed.
Subtract one week from travel.
68 MISFORTUNE
#
A random Warrior
is walking along the deck one day when he steps on a thick ale bottle.
Roll 1D6:
1 The glass
shatters, sending broken glass up into the Warriors foot. The Warrior
takes 1D4 unmodified damage.
2-3 The
bottle slips out from under him and the Warrior fall on his back.
Take 1D6 damage.
4-5 The
Warrior slips on the bottle causing it to rotate under him. He slips
uncontrollably, sending him speeding down the deck, the bottle still
turning under him. Before long Warrior smashes into a working Norse.
The two bodies fly through the air together crashing to the ground.
The Norse picks himself up, kicks the Warrior in the stomach and
walks off. Add +1 dislike point.
6 The Warrior
slips on the bottle causing it to rotate under him. He slips uncontrollably,
sending him speeding down the deck, the bottle still turning under
him. Before long Warrior smashes into the Captain. The two bodies
fly through the air together crashing to the ground. The Captain
picks himself up and shouts at the Warrior, calling him ignoramus
and idiot. Add +2 dislike points.
# If a 6 is
rolled, and the Warrior's Captain is Steg Olafson, he thinks it's
a great hoot, and laughs till he falls over. The two of them adjourn
to his quarters for a drinking session until the early hours of
the morning. Subtract -1 dislike point.
69 FOUND
OUT!
The Captain is walking
around the lower decks, when he bursts through a door. He is surprised
to find a random Warrior engaging in a kinky love act! The Captain
promptly shuts the door, shakes his head and walks off.
70
TAKE A DISLIKE TEST
71
SERPENT ATTACKS
A large sea serpent
has been circling the ship under the water the past few days, when
suddenly it rears out of the water and starts striking at the ship.
The Warriors jump to the vessels defence. All the Warriors roll
1D6 on the next chart once.
1 The Serpent
dodges the Warriors blows and strikes back at him. The Serpents
long razor teeth pierce the Warriors flesh. He takes 1D6+10 damage.
2 The Serpent
recoils out of reach of the Warriors swing, and then strikes. The
snake like beast then strikes, damaging the ship, causing 1 week
extra travel.
3 The Warriors
weapon smashes harmlessly against the serpents scales.
4 The Warriors
weapon cuts into the serpents side causing it to hiss in pain.
5 The Warrior
throws a nearby spear into the side of the serpents head. Another
hit like this and the creature will be dead.
6 The Warrior
leaps onto the side railing and drives his weapon deep into the
serpents side, hitting the heart. The serpent shakes gurgles and
crashes back into the water.
If the Serpent is
still alive, the Norse spear it to death.
72 STOWAWAY
#
The Warriors discover
a stowaway hiding in some old rags. The Warriors must decide whether
to take the young boy directly to the Captain, or keep quiet about
it.
Keep quiet:
The Warriors decide
to keep a lid on things for the time being. The Warriors may add
1 non-permanent luck each.
Take directly
to the Captain:
Roll 1D6:
1 The Captain
smiles at the Warriors approach and grabs the boy into his arms.
"I see you've met my son," he says. "He's probably tricked you with
his stowaway act. Gets 'em every time" The Warriors look at each
other, shrug, and walk off.
2 The Captain
grabs the little one by the arm and shakes him harshly. "So what
have we here," the Captain starts "A stowaway aboard my ship! Well
this is what we do with stowaways!" The Captain throws the boy overboard
casually and laughs while he walks away.
3 After
hearing a sob story from the boy, the Captain agrees he can stay
on for the rest of the voyage as long as he helps out mopping the
decks.
4 "So there
you are," the Captain says at the Warriors approach. "I've been
looking for this boy every where!" he states as he grabs the stowaway
and shoves his hand down the boys shirt. He pulls out a pigeon with
a message attached. "I've been looking for this boy everywhere,
I saw him grab this pigeon and run off." The Captain then points
to two Norse who pick up the boy and start taking him down to oar
to begin an early career in slavery. The Captain then give the Warriors
1D6*20 Gold each for their discovery.
5 The Captain
looks at the boy and frowns. "I hate stowaways boy and you're no
exception. You can either go over the side or go straight to rowing
oars with the other slaves." The boy chooses the oars and is escorted
to his destination by two Norse. The Captain smiles and says "Well
I'm lucky to have such sharp eyed chaps like yourselves along, but
don't expect any award. Subtract -2 dislike points each.
6 When
the Captain sees the Warriors approach he yells, "Yes Yes" and grabs
the boy as soon as he is close enough. He quickly bends the boy
over and pulls down his pants. He then points to the map tattooed
across the boys butt. "We found this boy at our last adventure,
and were all ready to follow this map when the boy did a runner
on us. Now we have it we can plot a new course for Treasure Isle,
for there is booty to be had!" It takes 1D6 weeks to get there.
Once the crew and Warriors arrive they split up into groups (the
Warriors being one group) and enter the dungeons of Treasure
Isle. Treat this as a normal dungeon except all Gold found is
doubled (including monsters) and there are two objective room treasures.
When the adventure is over they meet up with the crew and continue
on to the Ice realms.
# Captain Silver
can only get numbers 3 and 6 and will always reward the Warriors
with 1D6*20 Gold.
73 HYPNOTISM
The Warriors stumble
across an old man who beckons them over. He says he can teach the
Warriors Hypnotism for a fee of 300 Gold a piece. Any one accepting
this offer will now have the Hypnotism skill. One per adventure
the Warrior may try and hypnotise an adjacent enemy in their turn.
Roll 1D4+the Warriors Battle Level and compare it against the Monsters
Willpower. If the roll is equal to or greater than the Monsters
Willpower then they have been hypnotised for 1-2 turns. Within this
time the monster is under the control of the Warrior.
74 DRUNK
NAVIGATOR #
The navigators addiction
to alcohol is discovered too late. The ship has sailed off course.
It takes 1D4 weeks to get back on track. The navigator is replaced.
# If Captain
Steg Olafson is the Captain, he is out of it for a bit longer. It
takes 1D6 weeks to get back on track. Lucky the Warriors didn't
end up in the Lost Kingdoms!
75 ASSASSIN
*
A random Warrior
is heading of to his designated cabin when he passes the Captains
quarters. The door is slightly open and the Warrior notices a shadowy
figure with a dagger above the sleeping Captain. You Warrior pushes
through the door and says and epic line (Warriors choice), then
leaps at the Norse assassin. Roll 1D6 -
1 The Warrior
is surprised at the Norse's strength as they wrestle on the ground.
Unfortunately the Warrior cops a blow on the head rendering him
dazed for a short moment. He stands and shakes his head regaining
his thoughts. When he looks down he sees the assailant is gone and
he is holding the dagger! He then looks up to see the Captain wide
awake and staring at him. "GUARDS!" he shouts as two Norse burst
into the room and see the Warrior standing above the Captain with
a dagger in his hand. The Warrior tries to tell them what happened,
but they are very sceptical. They let the Warrior go this time but
any other disturbances from the Warrior will result in harsh retribution.
Add +4 dislike points.
2-4 The
Warrior find the Norse is powerful, taking a couple of hits (1D6+3
damage) but manages to knock the knife from his hand which sends
him running out of the room. The Warrior chases the assailant around
the ship but eventually loses track of him.
5-6 The
Warrior skilfully leaps to the assailant and grabs his head in the
same motion and twists it. A loud crack is heard as the body slumps
to the ground. The Warrior finds 1D6*10 Gold on the Norse and then
pulls him out of the room and onto the deck where he tosses him
over the side.
76 MYSTIC
The Warrior have
found out that a Mystic is on board and go to see her. She tells
the Warriors that for 200 Gold she can magically make them stronger.
Anyone paying this
fee will receive one permanent wound. this can be done only once.
77 UNEVENTFUL
WEEK
78 KILLER
WHALES
The days are going
by quite calmly when a thud is felt throughout the boat. It is soon
discovered that a Norse has been gutting fish and throwing is overboard.
The blood in the water has attracted killer whales who are ramming
into the side of the ship blood crazed. Unfortunately they are big
enough to damage the ship. The damage extends the voyage by 2 weeks.
79 DOLPHINS
The Warriors are
on deck when they see a group of Norse pulling up a big fishing
net that they have been trailing behind the ship. When they bring
it onto the deck they see that three dolphins have been entangled
in it. The Norse laugh and give the noble creatures a kick. The
Warriors think this to be an unlawful act.
If the Warrior try
and convince the Norse that what they are doing is wrong, they finally
succeed and they creatures are put back in the water. The Norse
think the Warriors to be soft at heart, add +1 dislike point each.
Other wise they just
walk off shaking their heads.
80 TAKE
A DISLIKE TEST
81 CANNON
MISFIRE
The Warriors are
taking a tour of the cannon decks when during a demonstration a
cannon goes off accidentally, right in front of a random Warrior.
Roll a D6:
1 The Warrior
is hit square in the chest sending him careering through the side
of the boat and into the sea. He takes 1D10+10 dam, and is fished
out afterwards.
2 The cannon
ball hits the Warrior in the shoulder, then fly's out of the vessel.
The Warrior takes 1D10+4 dam.
3 Although
a loud "BANG" is heard nothing comes out of the barrel. The Warrior
walks up to it and takes a look. While he is doing this the cannon
ball rolls out of the barrel and drops on the Warriors toe. The
other Warriors try not to laugh as he hops and jumps around the
room cursing in all languages under the sun. The Warrior takes 1D6
damage.
4-6 The
Warrior leaps out of the way in time to escape injury.
82 HOLEY
SINKING BOAT....
When in the lower
decks the Warriors discover a hole in the bottom of the ship about
the size of a clenched fist. Water gushes into the boat, and the
Warriors must decide what to do:
1-2 The
Warriors spot a large heavy chest in the corner. Using their combined
strength they manage to push it over the hole which blocks the water.
Taking pride in a job well done the Warriors begin to walk away
when a loud crunching cracking sound is heard. The Warrior spin
around to see the chest has broken through the bottom and has created
a much bigger hole! After telling the Captain he informs them that
they are out of supplies to fix a hole such as that, and the ship
will have to take on the water. The ship has 2 weeks before is sinks.
If the boat sinks before reaching the destination the Warriors are
left stranded, and you must then roll on the Ship Pickups
table found at event 25-29.
3-4 The
Warriors manage to clog the hole with one of the Warriors treasures.
This treasure is now lost but the hole is plugged. If the Warriors
are treasureless revert to 1-2.
5-6 The
Warriors find sufficient odds and ends around the ground to plug
the hole until then next sea port is reached.
83 GOOD
WEATHER
The ship has come
across good weather, cutting one week from travel.
84 CRAZYMAN
The Warriors are
sitting around whiling away the hours when a Norse comes running
a them frothing at the mouth and calling out "LAND, I NEED LAND."
When he reaches the Warriors his eyes are wild and insane. The Warriors
push him away from them. The two other Norse run up behind the crazy
man and hit him on the head with an axe. The man falls down dead
and is dragged away. A random Warrior notices a shiny object fall
from the old mans clothes as he is being dragged away. That Warrior
may receive 1 Treasure Card.
85 ICEBERGS
#
The ship has come
across Ice-Burgs. Roll 1D6:
1 The ship
narrowly misses one iceberg but ploughs into another one. There
is a splintering crack and the ship begins to sink into the ocean.
The Warriors are stranded on a piece of debris. They must now roll
on the Ship Pickups table found at event 25-29.
2 The ships
side gets torn by an ice-berg doing unrepairable damage. The ship
will sink after 2 weeks. the Warriors are then stranded on floating
debris. You must then roll on the Ship Pickups table found
at event 25-29.
3-4 The
ship makes it's way through the ice-burgs suffering some damage,
adding 1 weeks to travel.
5-6 The
ship weaves its way through the ice-burgs suffering no damage.
# Captain Blog-de-Blogs
crew leaves a bit to be desired when it comes to manuvering, -1
when rolling on this chart. Captains Silver, Olas, and Sven all
are used to icebergs and can +1 when rolling on this chart.
86 NECROMANCER
The ship is progressing
nicely when the Warriors spot a purple see-through sphere, 2 metres
in diameter. It is travelling one metre above the water and zooms
pass the boat. The Warriors make out a humanoid figure inside the
ball. Roll 1D6 to see wether the Necromancer does anything on the
way past:
1-2 The
Necromancer lets fly with a volley of fireballs, setting the main
sail on fire. The fireballs hit the crew as well. The Warriors are
also hit and take 1D6+2 dam, not modified for armour, each. The
repairs to the main sail add 1 week to the voyage.
3-4 The
Necromancer hits the Warriors with a lightning blast. Each Warrior
must take 2D4 dam unmodified.
5-6 The
Necromancer smiles and gives a wave as he speeds by.
87 UPGRADE
The Norse inventor
down below has finally finished his project. He tells the Captain,
and his contraption, which is a crude propeller, is fitted to the
ship. Amazingly the propeller works. The travel time is halved (rounded
up) by this marvel of medieval science.
88 UNEVENTFUL
WEEK
89 TRANSFORMATION
A random Warrior
feels ill for a couple of days. When he awakens one day he finds
his body has been changed. He feels stronger, faster and slightly
bigger. Then he looks down at his arms to find them covered in black
thick fur as is the rest of his body. He leaps up to the mirror
to see a face staring back that is not his own, it has a thick jaw,
short tusks, burning red eyes, and an orcish nose, all covered with
thick black skin. The Warrior has been affected by some disease
or reaction to something. He now must hide in the shadows for the
rest of the voyage, hiding his monstrous form by a thick cloak.
He can't be included in most events (use common sense). The beast-like
Warrior has +1 Str, +1 Toughness and + 8 permanent Wounds. This
lasts for 1 adventure. At the end of this adventure roll 1D6. On
a 5 or 6 the Warrior has this affliction for another adventure,
repeat this.
Every day the Warrior
is in a settlement if he rolls a 1 on 1D6 he is thrown out.
90 TAKE
A DISLIKE TEST
91 SWARM
The Warriors are
on deck when a swarm of wasps envelops them. Roll 2D6 for each Warrior
- this is the amount of wasps that sting the Warrior before he gets
to safety below deck. Each wasp bite gives 1 unmodified damage.
92 TREASURE
A random Warrior
finds a loose piece of wood on his bed. The Warrior finds a piece
of treasure in a hole behind it. Take 1 Treasure Card.
93 SWORD
SKILLS #
The Captain takes
the Warriors aside and says that he may be able to teach the Warriors
a few sword skills. Any Warrior may train with the Captain in sword
play. The Captain will lend a sword to those who have none. Roll
a D6 for each Warrior:
1 The Warrior
slips on the sword he is using and cuts himself for 1D4 + his Strength
damage.
2-3 Some
of the Captains swashbuckling manoeuvres rub off on the Warrior
giving him +1 attacks when using a sword for the next adventure.
4-5 The
Warrior takes to the Captains technique quite well, giving him +1
attacks for the next 2 adventures.
6 The Warrior
takes a special liking to the Captains technique and sword fights
with him for most of the week. He may add 1 attack permanently when
using a sword. If this result is ever rolled again, the Warrior
may not benefit from this extra attack - he is powerful enough!
# Blog-de-Blog
and Eric have no skills to teach, treat this as an uneventful week.
Steg will teach the Warriors how to speak like a real seafaring
type, saying phrases like "Oo-ar, me hearties", and all that.
94 FUR
BALLS
Early in the week,
the Warriors start finding small furry critters in their belongings,
a few weeks later they are everywhere, squeaking little noises,
chirping little sounds. They are troublesome but nothing to really
worry about. Across the ship there are scenes of Norse pulling these
furry critters out of their beards and cleaning them out of cannon
barrels. The Warriors continue on the voyage and are unable to find
a critter free part of the ship.
95 EAVESDROPPING
The Warriors, when
returning from a nights drinking, overhear the Captain talking.
"We must find that boy, he is the only way we will ever find Treasure
Isle," says the Captain. "Aye," replies his first mate. If on this
voyage the Sea Event "Sto-Away" is rolled, go straight to (6) if
revealing the boy to the Captain.
96 FORBIDDEN
FRUIT
One of the Warriors
is about to bite into a strange fruit he grabbed from the lower
decks, when a Norse stops him saying that the juice of the fruit
is highly poisonous, and to eat it means death. The Warriors may
take up to 2 of these fruit each. When in battle the fruit's juice
can be smeared on a bladed weapon. Each fruit will give an extra
damage dice for that battle.
97 DARK
MIST
A dark mist falls
over the ship in the middle of the day. Roll 1D6:
1 The mist
seems to be acidic. Upon reaching the ship and the Warriors, the
Warriors take 1D6+2 unmodified damage. The ship is damaged also
slowing down the voyage 1D4 weeks.
2 The mist
seems to make the crew aggressive and punch ups are starting all
over the ship. The Warriors are no exception and take 1D6+3 damage
each.
3 The mist
makes all the crew and the Warriors fall asleep. When everyone awakens
they find they are 1 week off course.
4 The mist
surrounds the Warrior and heals them 1D6 Wounds.
5 The mist
heals the Warriors back up to full Wounds.
6 The mist
heals the Warriors Wounds and gives them 1 permanent wound each.
98 STRONG
CURRENT
The ship enters a
strong current in the ocean and manages to ride it, speeding up
the travel by 2 weeks.
99 UNEVENTFUL
WEEK
100 SEA
GOD
The ship comes in
contact with a god of the sea. He grants the Warriors extra power.
The Warriors receive 2 points randomly between them which may be
added to either Str, Toughness, Attacks, Permanent Wounds, Weapon
Skill, Ballistic Skill or pinning. Only one point can be assigned
to any one attribute.
NORSE
DISLIKE TABLE
-10+ |
The
Norse call over the Warrior and teach him a new skill. This
can only be done once per voyage. |
-9 |
The
Norse, in a way of appreciation give the Warrior a lucky charm,
giving him one non-permanent luck. |
-8 |
The
Norse regard the Warrior as someone to be looked up to. The
Norse give the Warrior a "Norse Axe" |
-7 |
The
Norse like the Warrior so much they beg to be trained by him
in the way of battle. For his services they insist in paying
him 1D6*20 gold. |
-6 |
The
Norse have grown to be good friends with the Warrior and give
him a healing potion. |
-5 |
The
Norse have true respect for the Warrior, and give him a potion
of strength (Doubles Warriors strength for 1 battle.) |
-4 |
The
Norse believe the Warrior to be a true Warrior and now label
him as a true Norse. |
-3 |
The
Norse think the Warrior to be a good partner in a fight. |
-2 |
The
Norse think the Warrior has a good way of telling tales, and
is a damn good drinker. |
-1 |
The
Norse think the Warrior has some good points about him. |
0 |
The
Norse have nothing against the Warrior. |
1 |
The
Norse are a bit iffy about the true intentions of the Warrior.
|
2 |
The
Norse believe the Warrior to be a fool and taught him continuously.
|
3 |
The
Norse can't be bothered with the Warrior, considering him
to be insignificant. |
4 |
The
Norse laugh at everything the Warrior tries to do, finding
his foolishness a source of humour. |
5 |
The
Norse set a cross bow trap for the Warrior. the cross bow
bolt hits him directly in the chest, doing 1D6+3 dam. |
6 |
The
Norse poison the Warriors food. He is sick for two weeks and
must subtract -1 Permanent Wound. |
7 |
The
Norse have had enough of this Warrior and decide to give him
a beating one night. The Warrior takes 1D10+4 dam. |
8 |
The
Norse steal 1D6*50 gold from the Warrior. |
9 |
The
Norse steal a random treasure from the Warrior. |
10+ |
The
Norse steal a random treasure and 1D6*50 gold from the Warrior. |
Sea
Events by Ben Head.
|