NORSCA
If the Warriors feel
that they have cleared out every dungeon this side of Bretonnia,
they might need more of a challenge. Norsca provides this challenge!
With it's vast ice caverns and endless icy plains, Norsca is home
to many fierce beasts. But with these beasts also comes treasure!
Rumours tell of hordes of treasure in the northern regions of the
land, but whether this is true or not is up to the Warriors to decide.
VOYAGE
To get to Norsca
on foot takes a long time. The route is extremely perilous,
journeying through the Forest of Shadows and skirting the edges
of the Northern Wastes. The trip takes 1D6+10 weeks. If an Uneventful
Week is rolled on the Hazards Table then roll again - the journey
is definitely not uneventful! This is the reason that most
adventurers choose to travel to Norsca by boat. The route by sea
takes considerably less time, travelling in a relatively straight
line from the northern edge of the Old World, across the Sea of
Claws, to the southernmost coast of Norsca.
To find passage to
Norsca, the Warriors must travel to a Seaport. Once there follow
all the rules for Seaports as found in White Dwarf 196 and 197.
Captains in a Seaport
are always travelling to Norsca and back and therefore it is of
no difficulty finding one to transport the Warriors. Anytime during
his turn, a Warrior may go in search of a Captain. Roll 1D6. If
a 1-4 is rolled then a general Captain is available. Otherwise if
a 5 or 6 is rolled the Warriors are in luck. A special Captain happens
to be in town today and offers to give the Warriors voyage to Norsca.
Roll 1D8 on the Captain's Table to see which Captain offers to take
the Warriors across. If the Warriors decide not to accept the offer
of a Captain, then the Captain is insulted and instructs all other
Captains to refuse the Warriors voyage until their next adventure.
The cost of the voyage
to Norsca is (1D8+2)x100 Gold. This must be divided by the number
of Warriors seeking travel to determine the amount of Gold each
Warrior must pay. Once the cost of the voyage has been established,
roll 1D6 for the number of days before the boat sets sail. The Warriors
can spend this time preparing themselves for the sea voyage. If
something happens which means the Warriors cannot make the departure
time (ie. The Warrior is in jail) then the Captain will arrange
through his contacts in the Seaport for the deadline to be met.
If a Warrior is in training when the ship departs then the Captain
will not wait - the Warriors may seek out a new Captain.
SEA
OF
CLAWS
The journey to Norsca
is relatively short as travel is not over a vast expanse of ocean
- rather, just across a small sea - the Sea of Claws. The entire
voyage takes 1D6+4 weeks, not months.
As the journey to
Norsca is not long, Captains are forever transporting groups of
adventurers back and forth, for a certain fee of course, to sample
the superior Norse wares. With so many Warriors, the Captains can
become a good judge of character. Often in the middle of a raging
storm, a Captain will throw a rowdy Warrior overboard for disrupting
his crew. Because of this, certain events require a Warrior to take
note of Dislike Points. During the voyage, the Captain might voice
his opinion of the Warriors. If so, the Warriors must roll on the
Dislike Table. Each Warrior must roll separately.
NORSE
SEAPORT
Once the Warriors
arrive in Norsca they will be in a Norse Seaport. They may visit
locations immediately, before setting off on an adventure. Treat
a Norse Seaport exactly the same as a normal Seaport for purposes
of rolling for Special Locations, Stock availability, etc.
There are three new
locations in a Norse Seaport - Norse Wares, the Norse Blacksmith
and the Tattoo Parlour. A Warrior does not need to search for these
new locations with the exception of the Tattoo Parlour - treat them
as the General Store, Weaponsmith, etc. Refer over the page for
the items they have for sale.
All items in the
Norse Wares and the Norse Blacksmith can be haggled for. The Norse
constantly overprice their items, knowing full well that the equipment
they offer is better than any Empire-made products. If the Warrior
decides to haggle for an item he buys, roll 1D6:
1 The Warrior's
skill in haggling leaves a lot to be desired and he is conned into
another 50% of the items original cost. Sucker!
2 The Warrior
is conned into another 25% on top of the items value.
3-4 The
shopkeeper won't budge on the cost of the item.
5 The shopkeeper
gives in and sells the item for 25% off.
6 The shopkeeper
is overwhelmed by the ferocity of the Warrior's bargaining and sells
the item for half price.
ADVENTURING
Once at Norsca, the
Warriors will surely seek out some ice caverns and go adventuring.
Ice Caverns are treated the same as normal dungeons apart from the
following new rules:
- If the Warriors find Gold after
a battle, each Warrior can ignore the first '1' that he rolls.
If there is more than one '1' then he receives nothing. This is
due to the fact that Ice Caverns are largely unexplored and gold
is likely to be plentiful!
- If you are not using the
Norse Monster tables then the maximum amount of Monsters will
be present. eg. If the Warriors encounter 2D6 Goblins then there
will be 12 of them.
- All the normal Settlements are
in Norsca apart from a Seaport. Norse Seaports replace the normal
Seaport.
NORSE WARES
EQUIPMENT |
B |
D |
E |
W |
STOCK |
(BUY) |
(SELL) |
SPECIAL
RULES |
Thick
Furs |
• |
• |
• |
- |
5 |
250 |
50 |
+2
Toughness. When hit, roll 1D6. On a roll of a 1, the furs
are torn to tatters and are now useless. May be worn in addition
to leather, chainmail or light armour in which case the Warrior
is at -1 Movement and -1 To Hit. |
1D6
Hard Rations |
• |
• |
• |
• |
7 |
70 |
10 |
These
rations heal 4 Wounds. Unlike normal bandages, they do not
spoil at the end of an adventure. |
1D3
Torches |
• |
•
|
•
|
• |
4 |
50
Each |
- |
Acts
the same as the lantern. Each turn roll 1D6. If a 1 is rolled
the torch goes out. If a Warrior with a torch is too far from
the lantern when it extinguishes, he must roll on the Escaping
Table in the back of the Adventure Book. |
1D6
Flasks of Oil |
• |
• |
• |
• |
5 |
100
Each |
50
Each |
When
thrown on a Monster, the Monster can be set alight with a
torch. The Warrior holding the torch must be adjacent to the
Monster. The Monster takes 1D4 damage (with no modifiers for
Toughness or Armour) at the end of every turn for 1D4-1 turns. |
Compass |
• |
• |
• |
• |
7 |
250 |
30 |
The
Warriors can use the compass in the wilderness to get a bearing
on their destination. Subtract 1D4 weeks from outdoor travel.
If a 4 is rolled, the compass malfunctions and leads the Warriors
astray - add 1D4 weeks to travel. |
1D6
Bottles of Grog |
• |
• |
• |
• |
4 |
50
Each |
30
Each |
Grog
is good payment when it comes to ocean travel. Any Captain
will accept 1D6 bottles of Grog instead of Gold as payment
for one Warrior. |
Animal
Roll 1D4 to see which Animal the Warrior buys:
1 Seagull
2 Parrot
3 Squirrel
4 Marmoset |
• |
• |
• |
• |
9 |
200 |
- |
Only
1 of each Animal may be kept by a Warrior. After each adventure,
when the Warriors emerge from the dungeon, roll 1D6. On a
roll of 1, the Animal flies/runs off.
No special rules
When Monsters are placed which have the Ambush ability
roll 1D6. On a roll of 6, the Monsters lose their Ambush
ability.
Known as the "luckiest of animals". The Warrior gets +1 Luck
per adventure.
Once per combat roll 1D6. If a 5 or 6 is rolled the Marmoset
can steal a Monsters Magic Weapon, Magic Item or anything
else within reason (Magic Rings of Toughness etc). These cannot
be kept by the Warriors. |
NORSE BLACKSMITH
EQUIPMENT |
B |
D |
E |
W |
STOCK |
COST
(BUY) |
COST
(SELL) |
SPECIAL
RULES |
Norse
Axe |
• |
• |
- |
- |
8 |
600 |
50 |
+1D4
Strength. Because the Norse Axe is much larger than a normal
Axe, if a 1 is rolled, the Warrior has fumbled and must subtract
-2 from the total damage caused. |
Norse
Throwing Axe |
• |
• |
- |
- |
7 |
400 |
40 |
1D6
damage with no modifiers for Armour. Missile or hand weapon.
Because of its great size, any Warrior wielding it is at -1
To Hit and -1 Initiative. If thrown (at -1 Ballistic Skill),
may be collected after all the Monsters in the room are dead. |
Metal
Helmet |
• |
• |
• |
- |
6 |
500 |
200 |
+1
Toughness |
Norse
Helmet |
• |
• |
- |
- |
8 |
1400 |
500 |
+2
Toughness. The large horns on the helmet give the Warrior
an extra attack per turn at -1 To Hit and +1 Strength. |
Chain
Mail Gloves |
• |
• |
- |
- |
7 |
200 |
40 |
Can
use once per adventure to ignore any one slicing attack made
with a bladed weapon. |
Arm
Greaves |
• |
• |
- |
- |
6 |
200 |
70 |
+1
Toughness. Cannot be used with a full suit of metal armour. |
Metal
Shin Guards |
• |
• |
- |
- |
7 |
250 |
100 |
+1
Toughness.
-1 Movement. |
Great
Scale Armour |
- |
• |
- |
- |
8 |
6000 |
1500 |
+3
Toughness.
-1 Movement. May ignore one attack per adventure. |
TATTOO
PARLOUR
A large burly Norse
gruffly asks what sort of tattoo the Warrior wants. There are two
different varieties. For 1D6 x 100 Gold, the Warrior can choose
his own inscription. A Warrior can have a maximum of three tattoos
- once applied they can never be removed. A tattoo gives the impression
that the Warrior is a battle-hardened adventurer. It gives the Warrior
+1 to all rolls on any Norse Sea Events marked with an asterisk
(*). An alternative to such an expensive tattoo is a ready-made
tattoo. These cost 50 Gold each and each Warrior may have one per
Battle Level. The reason that they are so cheap is that the inscriptions
have already been prepared, although they leave a lot to be desired.
Each ready-made tattoo can be used once only to give the Warrior
+1 to any Norse Sea Event marked with an asterisk (*) before the
tattoo is revealed to be a fake and rubs off. No more than one ready-made
tattoo can be used at a time. Roll on the following tables in sequence
to find out which tattoo the Warrior is given.
1 |
I
Love |
1 |
Happy |
1 |
(Random
Name) |
2 |
My
Friends are |
2 |
Nice |
2 |
Mum |
3 |
Happy |
3 |
Scurvy |
3 |
Barbers |
4 |
Long
Live all |
4 |
Villainous |
4 |
Yetis |
5 |
I
Hate |
5 |
Dead |
5 |
Ruffians |
6 |
Death
to all |
6 |
Evil |
6 |
Monsters |
NORSE CAPTAIN'S TABLE
1
Blog-de-Blog Ach
Ve Dunster
Yes,
Blog-de-Blog has a ship but whether he is a Captain is debatable.
When the Warriors are ready to sail roll 1D6:
1 The
Captain meets the Warriors at the docks and gives them the bad news
that (1D4) :
1 The
ships base has taken considerable damage and needs repairs. He insists
that each Warrior pays an extra 1d4x100 for repairs.
2 The
mast has snapped in a recent storm. The characters must share the
repair cost of 1d8 x100 Gold.
3 The
Main sail has taken a large tear from a cannon ball accidentally
fired in the port. It will cost each Warrior 1d4x 50 Gold each for
repairs.
4 Some
of the crew are demanding more money. The Warriors must each pay
another 100 Gold.
2 Due
to low crew the trip will take an extra 1D6 weeks.
3 Because
of a better offer, the Warriors must each pay another 50 Gold to
keep the Captain interested.
4-5 Everything
is running according to plan.
6 The
Captain reports to have found a faster route to the destination,
cut 2 weeks from the travel.
2
Sven
Sven,
although not being the greatest Captain, is reasonably trustworthy
and gets the Warriors where they are going in an acceptable time.
When arriving to depart roll 1d6 :
1 Bandits
have slashed the boats sails and to repair them needs 100 Gold from
each Warrior. If the Warriors decide not to pay they have lost this
ride.
2 The
boat has a leak. 50 Gold from each Warrior is needed to repair it,
plus an extra 2 days in the dock.
3-4 Sven
reports that all is ready.
5 Sven
reports good sailing weather. Subtract 1 week from travel.
6 Sven
reports a quicker route. Subtract 1D4 weeks from travel.
3
Olas
Olas is an average Captain with
a reasonable crew. Roll 1D6 on this table at the time of departure:
1 Olas is sorry to report
that his galleys figurehead has been damaged, and it is important
for it to be fixed for the crews morale. He insists that each Warrior
gives him 50 Gold as a token of good will. Otherwise add 1D6 weeks
to travel.
2 Olas regrets to say
that there are rumours of pirates raiding ships along the path that
leads to the Warriors destination. To avoid pillaging and plundering,
Olas say he will skirt around this area adding 1D4 weeks to the
trip.
3-4 Olas informs the warriors
that the galley is ready to cast off.
5 Olas informs the Warriors
that ten extra oars have been added to his boat cutting the travel
down by 1D4 weeks.
6 Olas is in high spirits
today and give each warrior 1D2 bottles of grog. A celebration is
had as the great galley casts off from the dock.
4
Eric
Eric
is above average when it comes navigation, and is a fair Captain.
Roll 1D6 when the Warriors are ready to go:
1 The
Warriors meet Eric walking up and down the pier. Upon inquiry the
Warriors find that Eric's wife is going to give birth any day now
and he is unsure about embarking before, Feeling he should wait
until after the event. If the Warriors (one at a time) wish to try
and talk him into going before, roll 1D4:
1 All
the Warriors pleas are for naught, for Eric make up his mind to
stay.
2-3 Eric
is still unsure.
4 Eric
finally comes to his senses, realising that the child would be born
whether he was present or not. The ship casts off as planned.
If
Eric is still unsure after all the warriors have tried then he decides
to stay. Therefore this add another 1D6 days before the ship leave.
No need to roll on this table again.
2 Eric
tells the Warriors that there is a storm coming and they won't be
leaving for 2 days. No need to reroll on this table.
3-4 Eric
reports that everything is running to schedule. The Warriors leave
immediately.
5 Eric
says that there will be calm seas. Subtract 2 weeks from travel.
6 Eric
is in a fine mood when the Warriors arrive claiming that he has
just found a treasure horde. He says he is feeling generous, subtracting
half from the payment of each Warrior.
5
Vorak
Vorak
is a good Captain with stern leadership. Roll 1D6 when the Warriors
are ready to depart:
1 The
Captain looks angrily at the Warriors as they approch. When they
arrive he yells at them saying they are late and have cost the ship
a good wind. He then demands compensation of 60 Gold each.
2 Vorak
looks up at the Warriors and states that his ship was crashed into
by drunken fishermen the night before and will be repaired within
the next two days. The Warriors must spend an extra 2 days in the
port before departure. No need to roll again on this table.
3-5 Vorak
waves the Warriors aboard and then sets sail.
6 Vorak
explains he has just hired a brand new crew - young and strong.
This will cut 1D3 weeks from the travel.
6
Condra
This Captain has fought many a battle
and keeps hard order over his crew. When the Warriors head down
to the ship to leave roll 1D6 and look on this table:
1 When
the Warriors reach the ship they discover that Captain Condra is
still recovering from a recent battle, and won't be able to leave
for another 2 days.
2-4 Condra
shakes the Warriors hands mightily and welcomes them aboard.
5 The
Captain welcomes the Warriors, saying that he has overstocked the
ship's supplies. The Warriors may each buy 1D6 bandages and 1D6
provisions for half price.
6 Captain
Condra is talking to his first mate when the Warriors board the
ship. He turns to them with a big grin, just visible under his black
beard, and tells them they are in luck. The last ship he plundered
was loaded with so much treasure that he insists that they don't
pay him anything and to be his guest.
7
Steg Olafson
Steg is as Norse as they come. With
his strong accent the Warriors find it difficult to understand him,
especially since his mouth is covered with a large bushy beard.
Fortunately, he is a good Captain. When it's time to leave roll
1D6:
1 Unfortunately, Steg
has died during the night and the voyage is off. Apparently he suffocated
on his beard! The Warriors may look for another Captain, subtracting
1 from the dice roll.
2 Steg has been in town
celebrating all night, and when the Warriors see him he is not looking
too good. He postpones the voyage for another day while he recovers.
3-4 As the Warriors board
the ship, Steg calls out "Aaaaar aaaaaargh aaaaaargh………… Arrrrrrrrrgh,
me hearties."
5 Steg greets the Warriors
warmly, adding he is pleased that he was able to hire a cleaning
crew - now the Warriors need not swab the decks. Each week, each
Warrior may regain 1 lost Wound due to rest.
6 Steg has been informed
by fishermen in the Sea of Claws about enemy ships nearby. If the
Warriors roll a battle on the Norse Sea Events Table, then reroll
the event, as Steg has guided the ships safely away from the enemy.
8
Captain Silver
Captain Silver is renown in these
parts for being the best Captain and having the swiftest galley
around. When the time comes to board his ship roll 1D6.
1 Captain Silver looks
up when he sees the warriors approach, and explains there has been
a delay with the merchandise he is taking on the trip. He apologises
again saying to halve the payment of the trip.
2-4 Captain Silver nods
to the Warriors as they board his mighty galley.
5 Captain Silver seems
in high spirits as the Warriors approach, and tells them he has
discovered a faster route taking 1D6 weeks off the trip.
6 Silver takes the payment
and tells the Warriors that he has just loaded a variety of fine
food for the journey. Each Warrior can add 1D4 Wounds each week.
Norsca
by Ben Head.
|