Norse Odissey
Norse Odissey
Norse Odissey
by Markus Salo
1
NORSE ODYSSEY
by Markus Salo ([email protected])
INTRODUCTION
A solo dice game of Viking Raids of the Ninth Century.
Summer of 869... You and your 10 Kinsmen from Olafursdal, Norway, build the most beautiful dragon ship
ever constructed on the Heimdalsfjord and set sail to trade and loot the riches of Europe.
It's early April and you have 32 weeks (turns) before you have to be back home when the winter comes.
The Ship:
Basic Ship has Speed 1, Rigging Strength 5, Hull Strength 5, Navigation equipment 1; to get additional
properties roll d6 five times on the Ship Property Table.
You can also buy extra properties costing 10 golds each when in Olafursdal.
1d6
1
2
3
4
5
6
Extra Properties
+2 Speed on Oars (Rivers, Calm Seas)
+2 Speed on Sail (Sea)
+2 Hull Strength
+2 Rigging Strength
+2 Navigation equipment
Pick any
The Vikings:
Roll d6 on the Viking Skill Table: you have three properties, your Kinsmen two.
You, the Earl of Olafursdal
1
Gudmundur Gudmundsson
2
Jonmundur Gudmundsson
3
Eirik Thorfinnsson
4
Leifur Thorfinnsson
5
Einar Thorfinnsson
6
Knut Havardsson
7
Baldur Havardsson
8
Thorfinnur Eigilsson
9
Snorri Eigilsson
10
Gestur Eigilsson
Viking Skill Table:
1d10 Skill
1
Navigation +1
2
Sailing (Sailing Speed +1)
3
Rowing (Speed on Oars +1)
4
Boat Building (Repair 1 ship damage per turn)
5
Fighting +1
6
Pick Any 1-5
7
Negotiating +1
8
Trading +1
9
Charisma +1
10
Pick any 7-9
The Map
The Map consists of North Western Europe and following bodies of water and countries.
Seas
Countries
North Sea
Germany
North Atlantic
France
Bay of Biscay
England
Sea of Ireland
Scotland
English Channel
Ireland
Helgoland
Spain
Norway (Home)
When sailing on the sea, roll on the specific Sea Table for sea events. When landed, roll on the River/Land
Event Table.
To successfully pass the Challenge, roll 2d6 as the Challenge roll. Then roll 1d10 as the Skill Roll and add
the number of required skills to it. If the Challenge roll is lower that Skill Roll plus number of required
skills, you pass the Challenge successfully.
North Sea Table: To cross the north sea takes 3 turns, so roll three times on events
1d10 Challenge
Skills
Notes
1-2
Storm
Sailing
if unsuccessful, Rigging Strength -1
3
Storm
Sailing
if unsuccessful, Hull Strength -1
4
Calm Sea
Rowing
if unsuccessful, Spend one more turn on Sea
5
Fog
Navigation if unsuccessful, Spend one more turn on Sea
6-10 Great Sailing North Atlantic Table: To cross the North Atlantic takes 4 turns, so roll two times on events.
1d10 Challenge
Skills
Notes
1-2
Storm
Sailing
if unsuccessful, Rigging Strength -1
3-4
Storm
Sailing
if unsuccessful, Hull Strength -1
5
Calm Sea
Rowing
if unsuccessful, Spend one more turn on Sea
6
Fog
Navigation if unsuccessful, Spend one more turn on Sea
7
Pirates
see Pirates
8-10 Great Sailing English Channel Table: To cross the English Channel takes 2 turns, so roll two times on events.
1d10 Challenge
Skills
Notes
1
Storm
Sailing
if unsuccessful, Rigging Strength -1
2-3
Rocks
Navigation if unsuccessful, Hull Strength -1
4-5
Calm Sea
Rowing
if unsuccessful, Spend one more turn on Sea
6-7
Fog
Navigation if unsuccessful, Spend one more turn on Sea
8
Pirates
see Pirates
9-10 Great Sailing The Irish Sea Table: To cross the Irish Sea takes 2 turns, so roll two times on events.
1d10 Challenge
Skills
Notes
1
Storm
Sailing
if unsuccessful, Rigging Strength -1
2-3
Rocks
Navigation if unsuccessful, Hull Strength -1
4
Calm Sea
Rowing
if unsuccessful, Spend one more turn on Sea
5-6
Fog
Navigation if unsuccessful, Spend one more turn on Sea
7-8
Pirates
see Pirates
9-10 Great Sailing -
The Bay of Biscay Table: To cross the Bay of Biscay takes 3 turns, so roll three times on events.
1d10 Challenge
Skills
Notes
1-2
Storm
Sailing
if unsuccessful, Rigging Strength -1
3-5
Storm
Sailing
if unsuccessful, Hull Strength -1
6
Calm Sea
Rowing
if unsuccessful, Spend one more turn on Sea
7-8
Fog
Navigation if unsuccessful, Spend one more turn on Sea
9
Pirates
see Pirates
10
Great Sailing The Helgoland Table: To cross Helgoland takes 2 turns, so roll two times on events.
1d10 Challenges Skills
Notes
1
Storm
Sailing
if unsuccessful, Rigging Strength -1
2-3
Sand Banks Navigation if unsuccessful, Hull Strength -1
4-5
Calm Sea
Rowing
if unsuccessful, Spend one more turn on Sea
6-7
Fog
Navigation if unsuccessful, Spend one more turn on Sea
8
Pirates
see Pirates
9-10 Great Sailing If Rigging Strength is 0, the Boat cannot be sailed. If you can't repair the boat, you float on open seas until
you and your crew die of thirst. If Hull Strength is 0, the boat sinks with all hands.
The Pirates
You face a Pirate Ship with 1d6 Sailing and 1d6 Rowing Speed, 1d6 of Hull Strength, 1d6 of Rigging
Strength. First roll weather roll with 1d6.
If weather roll is 1-2, there is no wind and the battle is fought rowing.
If weather roll is 3-6, the battle is fought sailing.
You may evade the Pirates. Roll 1d10 and add your ship speed and the sailing skills (rowing skills if the
weather is calm) and navigation skills of your crew. The total sum is your evade value. Then roll 2d6 and
add the Pirate Ship speed. If your evade value is higher, you evade the Pirates. If it is lower or equal, the
Pirates are able to board your ship.
You may also attack the Pirates and board their ship.
In a case of boarding battle, you roll 1d10 and add the Fighting Skills to the total. Then roll 2d6 for the
Pirates and add 1d6 Pirate Fighting Skills. If your total is higher, you win and destroy the Pirates, if your
total is lower or equal, the Pirates win, kill your crew and take your ship.
The Land/River Table. Roll once on every land turn.
1d10 Event
Skills
Notes
1
Rapids
Rowing
if unsuccessful, Hull Strength -1
2-3
Meeting Engagement roll on Meeting Table
4-5
Settlement
roll on Settlement Table
6-10 Move further inland takes one extra turn to return to sea
Loot
20 golds
40 golds
30 golds
30 golds
100 golds
20 golds
Trade
10 golds
20 golds
5 golds
Battle Strength
1
3
4
5
VICTORY
Keep book of the turns. If you don't get to Norway before turn 32 is over, you perish in the cold Northern
European Winter. If you get to Norway, you can continue the next spring.
With multiple players, the richest player is the winner on turn 32.
Turn Log
1
10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
Crew Log
Name
Rank
Skill
Skill
Skill
Extra Skill
Extra Skill
Extra Skill
Extra Skill
Earl
1.
Kinsman
2.
Kinsman
3.
Kinsman
4.
Kinsman
5.
Kinsman
6.
Kinsman
7.
Kinsman
8.
Kinsman
9.
Kinsman
10.
Kinsman
11.
Kinsman
12.
Kinsman
13.
Kinsman
14.
Kinsman
15.
Kinsman
Ship Log
At Start Actual
Hull Strength
(0=Dead)
Navigation Equipment
Oars Speed
Rigging Strength
(0=Dead)
Trading
Sail Speed
Gold
Extra Skill