- 10 - A heavy fog rolls in. No missile fire over 12 inches
for 2d6 turns.
- 11 - Drop weapon and cut off toe. Count as slight
wound. Lose 2 RPs
- 12 - Drop weapon and fall down. Lose 1 RP
- 13 - Drop weapon but find four leaf clover. May reroll
any one die per turn rest of game.
- 14 - Fall down. Weapon hits random figure within 2
inches. Count as thrown weapon attack.
- 15 - Fall down. Weapon hits random figure within 3
inches. Count as thrown weapon attack.
- 16 - Blinded by sweat if you are wearing a helmet. May
make no attack next move.
- 17 - If a christian, blessed by Saint Christopher. Will not
trip next time you roll two ones for movement. If a
pagan Saint Christopher dislikes you. Trip on next
movement roll if two lowest dice total four or less...
- 18 - If a christian, have an impure thought. Lose 1d6
from next movement. If a pagan you have a pure
thought. Lose 1d6 from next movement roll as you
ponder this strange event.
- 19 - If a christian, your shield has been given a special
blessing. Plus one to all shield protection rolls with this
shield. Name the shield. If a pagan your shield is cursed.
Minus one to all shield protection rolls with this shield.
- 20 - If a christian, you decide to turn the other cheek.
You cannot attack the rest of this turn. If a pagan you
are struck with battle lust. On your next attack you
attack twice.
- 21 - Slip on cow feces. Get up immediately but lose 1
RP.
- 22 - Step on own shield and destroy it. Lose 1 RP.
- 23 - Step on own shield and put your foot through it! -1
for all shield rolls with this shield.
- 24 - Drop shield! May pick it up next turn.
- 25 - Pants fall down! Cannot move, use leap aside or
jump back until a move to pull them up. Lose 2 RP.
- 26 - Lose a shoe in boggy ground. May only hop on one
foot (1d6 movement) until one move to recover the shoe.
- 27 - Wild boar spotted! Place a wild boar 5d6 inches
away. All karls roll 1d6. On a "1" figure will run 3d6
inches toward the boar. All archer figures will shoot at it
the rest of the turn.
- 28 - You stab yourself in the body and receive a wound.
Lose 3 RP.
- 29 - The wind picks up. -1 for all missile attacks until
the weather clears.
- 30 - Earthquake! All figures roll 1d6. If a two or less
they fall down
- 31 - Bird craps in your eye. Lose one die on any melee
next move.
- 32 - Drop purse. Pick it up next move or lose all money
and 1RP.
- 33 - Trip over a rock. Fall down and stunned. Lose 1d6
for all dice rolls the rest of the turn.
- 34 - Trip over your scabbard. Fall down and stunned.
Lose 1d6 for all dice rolls next move.
- 35 - Trip over your own feet. Fall down and stunned.
Lose 1d6 for all dice rolls next move.
- 36 - Helmet slips down over your eyes. Lose 1d6 from
all dice rolls next move.
- 37 - If a christian, stricken by a martyr complex. Will not
defend yourself next move. If a pagan you become
breserk and throw away your shield.
- 38 - Geyser erupts. Take card from bottom of the deck.
Random figure in that group roll as arrow attack on the
legs.
- 39 - Smitten with lust. If any opposite sex figure is
within sight roll 3d6 and move toward it and attempt to
grapple. Clears at the end of the turn.
- 40 - Someone breaks wind!. You and all figures within
two inches fall back three inches to catch your breath.
- 41 - It starts to rain heavily. No bow fire for 2d6 turns.
Minus 1d6 to all movement until it clears.
- 42 - A sudden ice storm that lasts for 1d6 turns. No bow
fire and trip when two lowest dice total three or less.
Cannot run.
- 43 - Heavy rain from the west. No bow fire for 2d6
turns. No missile fire toward the west. Opponent can
demand one reroll against figure facing west.
44 - A rabbit runs across the field. All bowman unless in
hand to hand combat will shot at the rabbit the rest of
this turn.
- 45 - A deer runs across the field. All bowman unless in
hand to hand combat will shot at the deer the rest of this
turn.
- 46 - Any one figure in your group within 6 inches of
cover believes they see a bear. They run 3d6 away from
the cover in fear. Anyone within six inches of this figure
run will also run away if they roll a "1".
- 47 - If a christian, stricken with Samson complex.
Immediately run 3d6 toward the nearest building and
attempt to knock it down. Succeed if roll 3 sixes on 3d6.
Will continue until one ttempt is made to knock down
the building. If succeed, gain 4 RPs. If a pagan you
realize you love of nature. If within 12 inches of a
building run 3d6 away from this ugly human artifact.
- 48 - If a christian, carried off by angels. Will return to
the table from a random direction in 1d6 turns with a +1
sword! Gain 2 RPs. Name the sword. If a pagan, Loki
strikes. Figure is immediately transported 5d6 away in a
random direction. If off the table figure will return in
1d6 turns.
- 49 - One of your followers is struck with diarrhea. Each
movement the figure will run toward the nearest woods
and spend two moves there. Once done the figure can be
moved normally
- 50 - If a christian, you have a vision of hellfire. Drop
weapon. If a pagan, you have a vision of Ragnarok. Add
one to next moves combat rolls.
- 51 - If riding a horse, it bolts 5d6 straight ahead. Lose 2
RP. If not on a horse You bite your lip. For next two
turns subtract the highest die from movement roll for all
of your followers.
- 52 - If riding a horse it throws you causing a slight
wound. Lose 1 RP. If not on a horse you feel corny. Any
barnyard fowl within six inches attack you. Treat as an
arrow attack.
- 53 - If riding a horse it throws you. Roll on location
chart and receive a wound in that location. If not on a
horse you are touched by the god(s). All of your wounds
are healed.
- 54 - You break wind! Propelled straight forward 1d6
inches. All figures within 3 inches of where you started
will fall back 1d6 inches.
- 55 - A fly (bee?) gets in your shirt. No movement next
turn or take a slight wound to the body.
- 56 - If you are a christian, you receive the protection of
Saint Iona. You may require your opponent to reroll one
combat die the rest of the game. If a pagan Odin touches
your weapon. Add one to all attack rolls from now on.
Name the weapon.
- 57 - If you are a christian, you are rewarded by a bolt
from heaven. Pick any figure and count as a javelin
thrown at him at close range. If you are a pagan you are
rewarded by Thor with lightening speed. Add 1d6 to all
movement rolls the rest of the game.
- 58 - Snakes! All figures within six inchs roll 1d6 to bash
them. If a "1" is rolled their weapon is destroyed.
- 59 - Hail storm! All figures are hit by a thrown rock
from the left, with -2 added to extent roll
- 60 - One of your karls defects! Select a random karl and
he become the retainers of the next player whose card is
drawn.
- 61 - Two of your karls defect! Select two random karls
and they become the retainers of the next player whose
card is drawn.
- 62 - One of your followers discovers an old well. Select
a random follower and the figure disapears down the
well.
- 63 - Your followers have drunk too much mead. Roll for
all of them. Any roll of "1" means the figure will fall
down.
- 64 - Two of your followers get into an argument. Select
two figures at random. If they are not in combat they will
move together and strike at each other once.
- 65 - Two of your followers become breserk. Select two
at random.
- 66 - The god(s) give you a gift. You may decide if any
bad weather clears or not!
- 67 - If a pagan, Odin likes you. Add 1d6 to your next
combat roll. If a christian Odin trips you up. You fall
down. Roll for another accident.
- 68 - If a pagan, Loki strikes. Weapon disappears! If a
christian the angels sing. You receive a sword that adds
+1 to all attack rolls. Name it.
- 69 - If you are a pagan, Loki gives you a moment of
cunning. In the next combat round pick any one
opponent and inflict an accident on him! If a christian
Loki chuckles. Your armor disappears!
The following are additional accidents that are being used to build the accident base further.
- - Someone forgot to bath. Select one figure at
random. All figures withing two inches of that figure
will move 1d6 inches away.
- - You are embraced by god(s). Your armor receives
an additional -1 to all hits on the body. Name the armor.
- - Things get hairy. Your bowmen have no spare bow
strings.
- - Boggy ground. Next move may only roll one die for
movement.
- One of your party has a momentary lapse of judgement. They attack the nearest figure not
in your band within 2d6 unches.
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