NORSE ODYSSEY
by Markus Salo







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 Speed on Oars (Rivers, Calm Seas)
2	+2 Speed on Sail (Sea)
3 	+2 Hull Strength 
4	+2 Rigging Strength
5	+2 Navigation equipment
6	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 ad 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 three turns, so roll three times on events

1d10		Challenge	Skills		Notes:
1-2		Storm		Sailing		if unsuccessful, Rigging Strength -1
2		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 four 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 two 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 two 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 
three 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 two 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 can not 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


The Meeting Table:
d10						
1	Warband									
2	Traveling Knight				
3	Traders
4	Monks
5	Armed Monks
6	Army
7	Peasants
8	Vikings
9-10 	Reroll

A Warband is a group of armed men raiding and looting. It has Battle Strength 1d10.  
To win the battle, roll 1d10 + the Fighting Skills of Your Group.  
If your roll is higher, you win the battle, if equal or lower, you lose the 
battle and lose one random group member. If you win the battle, a random 
group member gets one Fighting Skill.

A Traveling Knight will join you and add one Fighting Skill to your Group if your roll 
of 1d10 + number of Negotiating and Charisma Skills is higher than 2d6. If 
not, he wishes you the best.

Traders will Trade with you.  
If your roll of 1d10 + number of your Trading Skills is higher than 2d6, you get 
20 gold pieces of profit, otherwise you get screwed and lose 10 golds. 
If you get profit, a random group member get one Trading Skill.

Monks will try to convert you.  
If your roll of 1d10 + number of your Charisma Skills is lower than 2d6 a random group 
member joins the monks.

Armed Monks will attack you.  They have Battle Strength 2d6.To win the battle, 
roll 1d10 + the Fighting Skills of Your Group.  If your roll is higher, you win the 
battle, if equal or lower, you lose the battle and lose one random group member. 
If you win the battle, two random group members get one Fighting Skill.

Army: The local king has collected an Army to deal with the Viking threat.  
The Army has a Battle Strength of 3d6. To evade the army, roll 1d10 + the 
Fighting Skills of your Group.  
If your roll is higher, you evade the army, if equal or lower, you have to 
fight and and lose three random group members. If you evade the army, 
two random group members get one Fighting Skill.

Peasants will Trade with you.  
If your roll of 1d10 + number of your Trading Skills is higher than 2d6, you get 10 gold 
pieces for profit, otherwise you get screwed and lose 5 golds.

Vikings: You meet 1d6 fellow Norsemen.  They will join your Group if your roll 
of 1d10 +number of Negotiating and Charisma Skills is higher than 2d6. 
Then create 1d6 new Vikings. If not, they wish you the best.

The Settlement
When You come to a settlement, you can evade it, attack and loot it or trade with it.  
If you evade, nothing happens.  If you trade with it, you roll 1d10 and add the Trading 
Skills of your group.  If the result is higher than 2d6, you get the gold, if equal or 
lower, you get screwed and lose half of the amount.  
If you attack the settlement, determine first the number of defenders.  
hen multiple the number by the battle strength of the unit.  That's the defender value.  
Your attacking value is the number of your men + Fighting Skills + 1d10.  
If your attacking value is higher than the defender value, you conquer the 
settlement and collect the loot, if equal or lower, you lose 1d6 random group members. 
If you win the battle, all you and five of your men get one Fighting Skill. 

The Settlement Table
1d6			Defenders			Loot		Trade
1	Manor House	1d10 Peasants			20 golds  	10 golds
2	Monastery	2d10 Armed Monks	         	40 golds  	-	
3	Church		1d10 Armed Monks  		30 golds  	-
4	Town		1d10 Peasants, 1 Knight		30 golds	        20 golds
5	Castle		2d10 Soldiers, 1d6 Knights	100 golds	-
6	Village		2d10 Peasants			20 golds  	5 golds

Defender Table
Type			Battle Strength
Peasant			1
Armed Monks		3
Soldiers	          	4
Knights			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.








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