Viking Saga: A G+ Campaign Guide BY Mike Davison
Viking Saga: A G+ Campaign Guide BY Mike Davison
Viking Saga: A G+ Campaign Guide BY Mike Davison
A G+ CAMPAIGN GUIDE
BY
Mike Davison
Character Generation
Te Viking Saga campaign uses the Swords & Wizardry White Box as
the basis for its rules. Tere are places where these rules will vary, but
most players will be able to get by with those rules alone.
ABIILITY SCORES
Roll 3d6 for each ability in the order listed below. Bonuses are based
on the universal attribute table as per below.
ATTRIBUTE TABLE
Score Bonus
3 - 8 -1
9 - 12 +/-0
13 - 18 +1
STRENGTH
Warriors add their Strength Bonus, if positive, to melee to hit rolls
and damage caused by melee and thrown weapons. All characters,
regardless of class, use the following table to determine their chance
for opening stuck doors.
OPENING DOORS
STR Score x in 6 chance
3 - 12 1
13 - 15 2
16 - 17 3
18 4
INTELLIGENCE
All characters use their intelligence to modify the things on the fol-
lowing table.
INTELLIGENCE TABLE
INT
Score
Language Rolls Search Rolls
Technological
Items Modifer
Maximum
Spell Level
(X in 6) (X in 6)
3 1 1 -15% 1
4 - 5 1 1 -10% 2
6 - 9 1 1 -5% 3
9 - 12 1 1 0 4
13 - 15 2 2 5% All
16 - 17 3 2 10% All
18 4 2 15% All
WISDOM
All characters use their Wisdom Bonus, whether positive or negative,
to modify their saving throws.
DEXTERITY
All characters use their Dexterity Bonus, if positive, to modify their
Armor Class, and if positive, to modify ranged to hit rolls and dam-
age dealt by bows and thrown weapons.
CONSTITUTION
All characters modify their Hit Points using their Constitution Score.
HIT POINTS TABLE
CON Score HD Modifer
3 -2
4 - 8 -1
9 - 12 +/-0
13 - 17 +1
18 +2
CHARISMA
All characters use their Charisma Score to modify the amount of Spe-
cial Hirelings they may have at a given time using the table below.
Note that this table also modifes the number and loyalty of special
slaves that you may purchase.
CHARISMA TABLE
Charisma Special Hirelings Loyalty
3 1 -2
4 - 5 2 -2
6 - 8 3 -1
9 - 12 4 +/-0
13 - 15 5 1
16 - 17 6 2
18 7 3
STARTING GOLD
All characters begin play with 3d6 x 10 gp.
CHARACTER CLASSES
Tere are many new character classes to be found in the Viking Saga
campaign. Te current classes available are: Berserker, Leech, Tane,
and Warrior.
BERSERKER
Fierce Norse fghting-men, shield-biter. You know no fear and charge
into battle with a wild roar. Many think you are insane, and they
could be right, but you know Valhalla is your eternal reward for your
courage.
they often fought without mail, that is, in their bare sarks. Tey were
huge and strong but ugly to behold, unkempt, unwashed, surly and bul-
lying. In battle a madness came upon them; they howled, foamed at the
mouth, grew swollen and purple in the face, gnawed the rims of their
shields, and rushed forward like angry aurochs. Ten their strength was
such that no ordinary man could stand before them. It was said that iron
would not bite on them, either. Truth was, the wounds they got, save for
the deepest, hardly bled and closed up almost at once. After the rage was
past, they were weak and shivery. By that time, however, most who had
tried to fght them would be dead or fed.
Goodfolk loathed berserkers. and feared them. Poul An-
derson Hrolf Krakis Saga
BERSERKER ADVANCEMENT TABLE
Level XP HD BHB ST Base AC
1 0 2 1 16 10
2 2,200 3 2 15 11
3 4,400 4 2 14 12
4 9,000 5 3 13 13
5 18,000 6 3 12 14
6 36,000 7 4 11 15
7 50,000 8 4 10 16
8 100,000 9 5 9 17
BERSERKER CLASS ABILITIES
Weapon & Armor Restrictions: Berserkers are limited to melee weap-
ons only, and cannot wear any armor though they may use a shield.
Magic Item Restrictions: Berserkers may not use any magic item other
than potions.
Saving Trow: Berserkers receive a bonus of +4 to any saving throw vs.
petrify/paralyzation or fear.
Battle Rage: Any round following a round in which a Berserker took
damage, he may make an extra melee attack.
Hardy Constitution: A Berserker can continue to fght until he has
taken damage equal to HP+CON, after that he will collapse and die.
True Strike: Starting at 4th level, a Berserker may attack magical crea-
tures as if wielding a +1 weapon (though he does not get any bonus to
attack or damage - only the ability to hit magical creatures).
LEECH
Some call you a healer, but your skills are more esoteric. You are a
master of witchcraft and sorcery.
LEECH ADVANCEMENT TABLE
Level XP HD BHB ST
SPELLS PER LEVEL
1 2 3 4 5
1 0 1 0 14 1 - - - -
2 2,400 2 0 13 2 1 - - -
3 5,000 3 0 12 3 2 1 - -
4 10,000 4 1 11 4 2 1 - -
5 20,000 5 1 10 4 3 2 1 -
6 40,000 6 1 9 4 3 2 1 -
7 80,000 6+1 2 8 5 4 3 2 1
8 160,000 6+2 2 7 5 4 4 3 2
LEECH CLASS ABILITIES
Weapon & Armor Restrictions: Leeches may not wear armor or use
shields and are restricted to only clubs. staf and daggers for weap-
ons..
Magic Item Restrictions: Leeches may use all magic items other than
magical weapons (they can use staves and daggers).
Saving Trow: Leeches receive a +2 on all saving throws vs poison
and disease.
Spell Casting: A Leech carries small sticks of carved runes that serve
as his spell book, each separate rune-stick contains one spell. A Leech
can cast any spell he knows (as long as he carries the proper rune-
stick). Once a spell is cast it destroys the rune-stick and another must
be carved. It takes two days time to properly carve a rune-stick. A
leech begins the game with 2 rune-sticks for each spell he knows.
First Level Spells
Cure Light Wounds, Detect Magic, Purify Food & Drink, Charm
Person, Protection from Chaos (Law), Read Magic, Read Languages,
Sleep.
Second Level Spells
Hold Person, Speak With Animals, Detect Chaos (Law), Detect In-
visibility, Knock, Web, Wizard Lock,Find Traps.
Tird Level Spells
Cure Disease, Remove Curse, Dispel Magic, Protection from Chaos
(Law) II, Protection from Normal Missiles, Water Breathing.
Fourth Level Spells
Cure Serious Wounds, Neutralize Poison, Speak With Plants, Sticks
to Snakes, Charm Monster, Confusion, Giant Growth, Polymorph,
Wall of Defense I, Wizard Eye.
Fifth Level Spells
Commune, Dispel Chaos (Law), Quest, Raise Dead,Animate Dead,
Conjure Elemental, Contact Other Plane, Feeblemind, Hold Mon-
ster, Wall of Defense II.
THANE
You are the Noble hero, you are a warrior above all other warriors, a
leader of men. Men will fock to your banner as you advance in level,
and when you go Viking they will fght for the honor to man your
oars.
THANE ADVANCEMENT TABLE
Level XP HD BHB ST
1 0 1+2 1 15
2 2,000 2+1 1 14
3 4,000 3+1 2 13
4 8,000 4+1 2 12
5 16,000 5+1 3 11
6 32,000 6+1 3 10
7 64,000 7+2 4 9
8 120,000 8+2 4 8
THANE CLASS ABILITIES
Weapon & Armor Restrictions: Tanes are not restricted from any
weapons or armor.
Magic Item Restrictions: Tanes may use all magical weapons, armor,
potions, and jewelry.
Saving Trow: Tanes receive a +2 bonus vs. Charm, Fear, and Spell
attacks.
Tunderous Strike: A Tane strikes with such force that he adds +1 to
all damage rolls in melee combat.
Voice of Courage: Once per day (per level) a Tane can shout out a
battle cry or rallying call and will boost his followers/henchmens mo-
rale by +1 for the duration of the combat (this can only be used once
per combat regardless of level).
Leader of Men: Starting at 2nd level, men will begin focking to the
Tanes banner. Roll on the table below to determine who joins each
level.
d100+level Result
01 - 15 Warrior (0 level FM, Leather Armor, Shield, Spear, Hand Axe)
16 - 30
Archer (0 level FM, No Armor, Self Bow /20 Arrows, Hand
Axe)
31 - 45 Shield Maiden (0 level FM, Mail Armor, Shield, Sword)
46 - 60 Huscarl (0 level FM, Mail Armor, Shield, Sword, Spear)
61 - 65
Hunter (0 level FM, Self Bow /20 arrows, spear, can provide
food)
66 - 75 2 Shield Maidens (0 level FM, Mail Armor, Sword, Shield)
76 - 85 2 Huscarls (0 level FM, Mail Armor, Shield, Sword, Spear)
86 - 90 Skald (Warrior:1, Mail Armor, Shield, Sword, poet)
91 - 95 2d3 Warriors (0 level FM, Ring Mail, Sword, Shield, Spear)
96+
2d3 Archers (0 level FM, Leather Armor, Self Bow /20 arrows,
Hand Axe)
WARRIOR
Shieldmaiden, Huscarl, or any other fghting man. You are a warrior
born and raised, skilled with weapons you prowl the seas in your
longship looking for ripe opportunities to raid and plunder.
WARRIOR ADVANCEMENT TABLE
Level XP HD BHB ST
1 0 1+1 0 15
2 1,500 2 1 14
3 3,000 3 1 13
4 6,000 4 2 12
5 12,000 5 2 10
6 24,000 6 3 9
7 48,000 7 3 8
8 90,000 8 4 7
WARRIOR CLASS ABILITIES
Weapon & Armor Restrictions: Warriors are not restricted from any
weapons or armor.
Magic Item Restrictions: Warriors may use all magic weapons (except
for swords), armors, shields, potions, or jewelry.
Saving Trow: Warriors have no bonus to any saving throws.
Follow Trough: A Warrior receives an additional melee attack if they
do enough damage in the frst attack to kill an opponent. Te 2nd
attack must be made on the closest enemy within 10 feet.
EQUIPMENT
Below is the available equipment list available in the Viking Saga
campaign.
EQUIPMENT TABLE
Equipment Cost
Backpack 5
Bottle, glass 1
Case (map or scroll) 3
Crowbar 5
Flint & Steel 2
Grappling Hook 5
Hammer 3
Mirror, small steel 5
Oil (1 pint) 2
Pole, 10 1
Rations (day) 1
Rations, Dried (day) 3
Rope, hemp (50) 1
Rope, silk (50) 5
Sack (15 lbs capacity) 1
Sack (30 lbs capacity) 2
Shovel 5
Spike, iron 1
Tent 20
Torch (6) 1
Waterskin (1 gallon) 1
TRANSPORTATION TABLE
Type Cost
Cart 80
Horse, Light 40
Longship, Large 10,000
Longship, Small 5,000
Mule 20
Raft 40
Saddle 20
Saddle Bags 15
Small Boat 100
WEAPONS & ARMOR
All weapons in the Viking Saga campaign do 1d6 of damage, how-
ever those two-handed weapons marked with an asterisk (*) roll 2d6
for damage and take the higher result.
Te Viking Saga campaign uses the Ascending Armor rules from
Swords & Wizardry, the base Armor Class is 10.
WEAPONS & ARMOR TABLE
Weapon Weight Cost
Armor, Leather (AC 12) 25 30
Armor, Helmet (+1 AC) 1 10
Armor, Mail (AC 14) 50 60
Axe, Long* 15 7
Axe, Hand 10 3
Bow, Self 5 30
Club 5 -
Dagger 2 3
Maul* 10 5
Quiver (20 arrows) 1 5
Shield (+1 AC) 10 10
Spear 10 2
Staf 10 1
Sword, Broad 10 30
Sworrd, Two Handed* 15 45
VIKING NAMES
Alf Gunbiorn Osferth Hlytte
Aggi Gunnar/Gunner Oscytel
Agnar Gunnolm Oslac
Agner Gunthiof Oslaf
Agni Gusi Osten
Aki Guthferth Ostmar
Aleif Guthfrith Othrik
Ali Guthmund Pallig
Alver Guthorm Rafn
Ambar Guthrum Rafnkil
Amleth Gtar Ragemar
Amlothi Gttrik Ragnar
Andvan Hadding / Hading Randver
Angantir/Angantyr Haddir Rani
Angul Haesten Rathbarth
Ani Hafi Rathi
Anlaf Hagal Ref
Ansgar Hagbarth Reghall
Ari Hagmund Regin
Arinbiorn Haki / Hako Reginfrid
Arngrim Hakon Regnald / Raegnald
Asmund Haldan Regner
Asvith Halfdan Regni
Athisl Halfred Rethyr
Audun Halsten Rig
Aurvandil Hamthir Ring
Olaf Triggvason Hamund Roar
Anund Hani Roas
Athulf Har Roe
Agmund Harald/Harold Rognvald
Bagsecg Hardegon Rokar
Bari / Barri Harthbren Roldar
Beigardr / Beigarthr Harthacnut Rolf
Beri Hastin Roller
Bersi Hather Rostiof
Benesing Hauk Rurik
Biarbi Heidrek Rrik
Biarki Helgi / Helgo Saevil
Biarni Helvin Salgarth
Bild Hemming Sali
Biorn Hendil Sambar
Blihar Herlvar Sibbi
Bo Heroth / Herruthr Sifka
Bodvar Hethin Sigar
Bodvild Hial Sigemund / Sigmund
Borkar Hialti Siggir / Siggier
Brak Hiarni Sigifrid
Bram Hiarrandi Sigurd
Brand Hiarvarth Sihtric
Brander Hildebrand Sivald
Brat Hildiger Sivard / Siward
Brodder Hiorvarth Skalk
Broddi Hithin Skarth
Bruni / Bruno Hjalmar Skat
Buchi Hjalti Skiold
Bugi Hladgerd Skuld
Burgar Hogni Skumbar
Busli Holmar Snio
Buthli Holti Sorli
Bok Horik Soti
Cnut Hort Starkather
Dag Hothbrod Stein
Dan Hraerek Steinbiorn
Danpr Hrethric Stikla
Dian Hroald Storverk
Ebbi Hroar Strumik
Egil Hrok Stur
Egther Hrolf Svarin
Eirik / Erik Hugleik Sven / Svein
Ella Humbli Sverker
Elrik Hunchy Svipdag / Svipdagr
Enar Hvirvil Tander
Ennignaup Hvitserk Tetar
Erlingnar Hygelac Tengil
Erp Hmi Teudebert
Esbern Hther Tidrek
Esbiorn Ibor Tokk
Evindar Ing Torald
Eilaf Ingel Torbiorn
Eohric Ingeld Tored / Tord
Eowils Inghen Torgerd
Estrith Ingi / Yngi Torgisli
Eystein Ingware / Ingvar Tori / Torir
Fengi Ismar Torias
Fialler Ivar Torir
Fin / Fyn Jamerik Torulf
Findar Jormunrek Trond / Tronder
Floki Karl Tuning
Flokk Kelther Turcytel
Folki Kerr Turferth
Frakk Kervil Turkil / Torkil
Framar Ketti Tirvingar
Fridlef Ketil Toglos
Froda Knut / knud Toki
Froger Koli Torvil
Frogferth Koller Torving
Frothi Kraka Tosti / Tostig
Frovin Krok Tovi
Gambara Lenni / Lenno Trann
Gardh Ler Trygir
Garmund Lesy Tummi
Gautrek Levy Ubba
Gerbiorn Liotar / Lothar Ubbi
Gerik Loker Uf
Gerth Lothen Ulf
Gevar Magnus Ulfcytel
Glomer / Glumer Manna Ungvin
Gnepia Matul Valdemar
Gnisli Mevil Vali
Godfred / Godfrid / etc. Mithothyn Valsten
Gorm Mundus Vemund
Goti Nep Vermund
Gram Ohtar / Ohtor / etc. Veset
Grani Odda / Odd / Oddi Vetmar
Grensli Odinkar Vifl
Grep Ohthere Vigfastr
Gretir / Grettir Olaf Viggi / Vigi
Grim / Grimi Oli Viglek
Grimar Olimar Vikar
Grip Oller Vithserk
Grombar Olvir Vitolf
Gromer Omoth Vogg
Grubbi Omund Wig
Grunder Orvendil Ymi
Gummi Osbern Yngi