Warhammer Quest

NORSEMEN
Special Location for Barbarians only

John K. - June 2003 - Version 1

In many games I play, the Barbarian has no place to go unless the player wants to take his character to the Alehouse. I created the Norsemen table to remedy this, based on the tables for the Witch Hunter. 

Note: I made this before getting the Pit Fighter pack.

The Barbarian is a stranger in the lands of the Empire, far from his home in the north, Norsca. Finding fellow travellers from his homeland can be valuable. Since the written word is not prevalent in Norsca, minstrels must memorize long verses for news and messages. The Barbarian can send home word of his adventures and some of his loot, for a fee. He might also encounter poor, or retired Norse warriors who might sell him items of exceptional value, or teach him tricks of the trade.

IN BETWEEN BATTLE-LEVELS

First the Barbarian must roll 7+ to find a fellow Norseman of consequence. If so, he pays the fee to roll a die. If the die roll is successful, he may roll once on the Benefits of Training Table.

BL Die Roll Cost
1
3+
200 G
2
3+
400 G
3
3+
600 G
4
4+
1,000 G
5
4+
1,500 G
6
4+
2,000 G
7
4+
3,000 G
8
4+
3,500 G
9
4+
4,000 G
10
5+
5,000 G
 

Benefits of Training Table (Roll 1D6)
1. Extra Wounds
2. Dark Secrets
3. Miscellaneous
4. Items and Equipment
5. Dirty Tricks
6. Skills

1) EXTRA WOUNDS

You receive special rest & relaxation. Add 1D3 to your starting Wounds.

 

2) DARK SECRETS

You've been up to something between adventures. Draw 3 Dark Secret cards (See White Dwarf 190). You must discard 2, keep 1.

 

3) MISCELLANEOUS (ROLL 1D6)

1.   

Spiked Hair.

If you go without a helmet in the next dungeon, then any living, humanoid Monsters who roll a 1 to hit the Barbarian in the first round of combat will lose their remaining attacks that turn.

 

2.

Four-Leaf Clover.

Gain 1 Luck for the next adventure.

 

3.

Chewing Root. 

The first time you would fall to 0 Wounds in the next adventure, you actually have 1 Wound left.

 

4.

Boast. 

Choose a Monster from the Monster Table. In the next dungeon, gain double gold for the first he slays.

 

5.

Magic Ribbon. 

A ribbon is tied to the handle of your weapon. It can do +1D6 Damage, one turn in the next dungeon.

 

6.

Full Body Tattoos. 

You have the Ignore Pain 1 ability. Like armor it adds one to Toughness; but it still applies when a trap, spell or weapon says ignore Toughness. If you are resurrected in the next dungeon, the tattoos are gone.

 

 

 

4) ITEMS AND EQUIPMENT (ROLL 1D6)

1.   

Knuckledusters.

In case he is disarmed, he has a hidden set of knuckledusters. They do battle level Strength and at -1 to hit. For other warriors they have Strength 4 and are at -2 to hit.

 

2.

Rope with Grapple. 

You no longer need another warrior to climb out of pits, up walls, or swing across a chasm. If the rope breaks (on a 1 or 2 after use), then you may lose the grapple too if it is on the ceiling.

 

3.

Halberd with Rune. 

You may attack in ranks with this two-handed weapon at +1 Strength and -2 Initiative. Once per adventure you may double your number of Attacks with this weapon.

 

4.

Boot Blades. 

Gain an extra kick Attack per turn at -1 to hit and +1 Strength.

 

5.

Resistance Ring. 

This magic ring gives you Magic Resistance 6+ (or +1 to your resistance roll).

 

6.

Berserker Ring. 

This magic ring adds 1 to your Berserker roll (but a natural 1 is still a failure). Only a warrior with Berserk may use this ring.

 

 

 

5) DIRTY TRICKS (ROLL 1D6; if you get a duplicate, roll again)

1.    

Play Dead. 

If you give up a turn, monsters will not attack you as long as other warriors are standing. Undead monsters know you are alive, and hit automatically. If you stand up, it no longer works that combat.

 

2.

Sand in Eyes. 

Once per adventure you may throw a bag of fine sand or dust in the face of an adjacent monster. It loses its active defense (dodge, parry, etc.) and 1 attack.

 

3.

Greased. 

Once per adventure while no monsters are on the board you may coat yourself in pig fat. During the next combat, you are so slippery that you may ignore the first blow that would otherwise wound you.

 

4.

Stare Down. 

Once per adventure you may stare down one adjacent monster the first round of combat. If he has not been attacked by his turn, he loses his turn. Does not work with Undead or Magic-users.

 

5.

Battle Cry. 

You thought learning bird calls was stupid, until you were taught the cry of the Phoenix.  

Once per adventure you may scream your battle cry. Monsters on the same board section lose 1 attack unless they cause Fear or Terror.

 

6.

Two-handed Double-strike. 

Once per adventure you may attack with a weapon in each hand and gain +1 attack.

 

 

6) SKILLS (ROLL 1D6; if you get a duplicate, roll again)

1.

Trademaster.

In Settlements you may roll an extra D6 for stock. Roll 1D6; on a 6 your purchase is half-price.

 

2.

Patience. 

Each turn you may roll 1D6 and add Initiative. On a 7+ you may take your turn after any other warrior.

 

3.

Fearless. 

You gain +1 to any Fear or Terror roll, but a natural 1 is still a failure.

 

4.   

Leap. 

Once per turn you may jump over one square and its contents, to land in the space beyond (it still costs two movement points).

 

5.

Parry 6+. 

If using a sword when hit by a hand-weapon attack, roll 1D6 to try to turn the blow, so it causes no damage.

 

6.

Tunnel-fighter. 

You gain +1 to hit when fighting in corridors, junctions and stairways.

 

 

WARHAMMER QUEST and its components are © Games Workshop 1995.