d20 Avalanche Press Greenland Saga The Lost Norse Colony.pdf

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Requires the use of the Dungeons 6r
Third Edition, published by Wizards of the Coast®
Norse Colony
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An Adventure Module for Characters
of 2nd ~ 4-th Level
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'D20 System' and the 'D20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20
System License version 1.0. A copy of this License can be found at www.wizards.com.
The Open Game Content in this book includes game rules, character and creature statistics, and similar material using the D20 system. This
content is denoted by its placement in stone bordered-style sidebards. The Open Game License does not cover the rest of the text nor its
presentation as a complete work. With the exception of the Open Game Content, reproduction of this work without the written permission
of the Copyright Holder is a violation of copyright law.
This is a work of fiction. Any resemblence to anyone living, or dead less than 500 years, is purely unintentional.
Credits
Text: Dr. Mike Bennighof, Ph.D.; Art Direction: Peggy Coleman; Cover: Lorenzo Sperlunga; Interior Art: Peggy Coleman;
Editing: Doug McNair; Additional Character Design: Tommy Jones, John F. Morris; Playtest, Advice and Assistance: Peter Adkison,
Ryan S. Dancey, Marcelo A. Figueroa, Brian L. Knipple, Tommy Jones, John F. Morns; Plotline Combinations: Doug McNair;
Character Instigation: Bricn J. Miller; Special Thanks to Peter Adkison and Ryan S. Dancey
Avalanche Press Ltd.
P.O. Box 4775,Virginia Beach.VA 23454 USA
I -800-564-9008 • www.AvalanchePress.com
Copyright © 2.001 Avalanche Press LTD. All rights reserved.
ISBN 0-970796;-2-9
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Introduction
During the last decades of the first millennium, Viking
adventurer Erik "The Red" Thorvaldsson sighted the
massive, snow-covered island of Greenland. Erik,
considered rough and violent even for a Viking, had a
bad habit of killing people and being banished for the
crime. First he had to leave his home in southern
Norway, settling in Iceland. It wasn't long before he
got angry and killed again, and had to depart his
adopted home. Not allowed to return to either place
for three years, he set sail for some islands an earlier
seafarer had spotted west of Iceland.
Erik and his comrades found a large landmass with
inhospitable, rocky shores. Sailing around it, they came
to a series of fjords similar to those of their Norwegian
homeland. Though Greenland is mostly known for the
massive icecap covering almost all of the island, some
areas experience warm summers, sport pasturage for
livestock and contain small groves of trees. The Norse
arrived during one of the Earth's periodic warm spells,
and so the climate was less harsh than the 21st Century
and certainly an improvement over Iceland. Erik s naming
of "Greenland" represented an early form of real estate
promotion, but he did indeed see green lands. Meadows
could support sheep and cattle, and the nearby seas
teemed with fish, seals, whales and sea cows. Norse
settlers came to this new land and set up colonies that
endured for almost 500 years. And then they disappeared.
Just what happened to the Greenlanders is still disputed.
But the image of a small group of settlements on the
fringe of the known world disappearing under mysterious
circumstances is a powerful one in fantasy literature. It
is a staple of the genre, and of fantasy game play, and
now players can experience the original version.
GREELAND SAGA is an historical adventure for four to
six 2nd through 4th-level characters, based on the still-
unexplained disappearance of the Norse settlers. The
material included will give you the information necessary
to conduct the game, though players may want to stop
reading after the "Background section to help maintain
the sense of adventure.
Norse belief includes a powerful sense of magic, and
so magic-using characters would be appropriate for
this adventure. However, the Greenlanders have been
Christian for centuries and their faith frowns on
displays of magical ability. This is very definitely a
"low magic" setting. Non-human characters are also
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not advisable; the adventure is designed for a small
party of low-level western European characters.
At Avalanche Press, we firmly encourage you to use your
own discretion when guiding players through an adventure
rather than simply depending on the roll of the dice.
To build an exciting story that keeps players interested,
it is sometimes necessary to force the action. This
adventure has several possible plot lines.
in the southwest. Beaches are gravel rather than sand, and
o
valleys often contain gravel beds as well. It is a beautiful
landscape. North of the colony, the icecap approaches
the sea until it merges into the Arctic ice. Temperatures
are bitterly cold, but Eskimos live in this region.
Hunting and Wildlife
Hunting Greenland's abundant wildlife is the most
important factor in the Norse colony's survival.
Hunting parties of a half-dozen or so range hundreds
of miles from the settlement in search of meat, fur and
ivory. Using lessons learned the hard way or adopted
from the Eskimos who began to filter into Greenland a
little over two centuries ago, the Norse hunters coat
themselves with a thick layer of animal fat to help fight
off the intense cold. With heavy fur clothing and eye
covers as protection against snow blindness, these
hunting parties are as well-equipped to handle the
severe cold as anyone in this age.
Fiercest among Greenland's animals is the polar bear,
known as the Ice Bear to the Norse. The polar bear is a
massive, fearless creature, weighing over 1,000 pounds
when full-grown. These bears are sea-oriented creatures,
rarely venturing more than 30 miles inland. They are
extremely fast over short distances, and can run down a
frightened caribou under the right circumstances. They
are excellent swimmers and very strong, capable of
grabbing a seal's nose and squeezing the 200-pound
creature through a small breathing hole in the ice,
crushing its bones in the process.
Norse hunters report cunning behavior from these
predators. Polar bears have been observed picking up
huge chunks of ice and smashing them down on the
heads of hapless prey, or standing on their hind legs to
throw pieces of ice at their victims. They stalk seals by
filling in the seals' breathing holes in the ice, then
guarding one remaining hole, knowing the seal must
eventually poke its nose through the hole or suffocate.
Polar bears will also camouflage themselves by packing
snow on their black noses, the better to blend in with
their surroundings.
Polar bears are loners. Males will fight one another savagely
during their brief April mating season, but otherwise
ignore others of their species. The bears will eat most
anything, including dead polar bears and wood chips, and
will stalk and kill humans. The Norse in turn hunt the
polar bear both as a test of manhood and for its white
coat, which fetches high prices from European traders.
The only Arctic creature with an outside chance of
Part One:
Greenland Background
Climate and Landscape
Most of Greenland is covered by a thick sheet of ice,
and temperatures in the interior never climb above
freezing. On the southwestern coast, where the Norse
settled, summer temperatures rise to just above 60
degrees Fahrenheit. Winters are extremely cold, but the
climate is still less harsh than that of Iceland. Rain falls
sparsely, but as the Greenlandcrs grow few crops this is
not a serious problem.
Greenland's predominant features are the bare mountains
of gray granite that cover most of the country. Grass grows
Cold and Exposure
The party's journey to Greenland rakes place during
the brief summer. There are no cold penalties in
place in the settlement area. If the party ventures
onto the icecap, treat this as extreme cold for purpose
af determining Cold Dangers. Eskimos and
Greenland Norse are exempt from cold checks
(due to innate toughness not represented by the
game stats, and lifelong experience on the island).
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