NEW TREASURES FOR WARHAMMER QUEST

These charts contain all treasures from the cards for Warhammer Quest, all from the treasure charts in the Roleplay Book, and many from the Warhammer Fantasy Battles books.  The charts are intended to give a comprehensive and expanded spread of treasures without overpowering the game.  In addition, certain treasures such as the bags of gold and scrolls have been removed from the mix and turned into random rolls.  Some of the Objective Room Treasures have been moved as well, such as the stones of Le Marquis, and placed in normal treasure.

 

As a result, there are many more types of treasure, options, and charts, which makes finding treasure a much more random and unpredictable (and hopefully exciting) event than before.  Some day a system that takes into account the power level of the creatures slain will be finished, but for now this should suffice to make finding treasure a more interesting event.

 

MASTER CHARTS

When treasure is found, the actual type discovered must be determined.  In the Roleplay Book there is a small chart before the treasure section that randomized the treasure type, and these Master Charts are an expansion on that concept.  When Treasure is called for, roll on the appropriate table below with the dice shown.  If a Table is called for, then consult that table and roll on it for the treasure discovered.

 

MASTER DUNGEON ROOM TREASURE CHART

1D6

RESULT OF ROLL

1-2

Valuables.  Roll on the Valuables sub table below

3-4

Magic Items.  Roll on the Magic Items sub table below

5-6

Weapons and Armor.  Roll on the Weapons and Armor sub table below.

 

VALUABLES SUB TABLE

1D6

RESULT OF ROLL

1-3

Gold: Roll as many D6 as desired, and multiply the total by (10xdungeon level).  However, if any 1’s are rolled on the dice, nothing is found.

4-6

Commodities.  Roll on the Commodities chart below

 

MAGIC ITEMS SUB TABLE

1D6

RESULT OF ROLL

1

Scroll: Randomly determine a spell from the Wizard’s spell list (I suggest you roll a D12 for the spell number, then randomize from the number of spells under that number. Alternate Methods are to randomly select a spell card or to randomize from the dungeon level in spell number)

2

Potions and Trinkets Table

3

One Use Minor Magic Items Table

4

Minor Magic Items Table

5

Jewelry Table

6

Choose one from the five results above.

 

WEAPONS AND ARMOR SUB TABLE

2D6

RESULT OF ROLL

2-5

Armor and Shields Table

6-8

Swords Table

9-12

Other Weapons Table

 

MASTER OBJECTIVE ROOM TREASURE TABLE

1D6

RESULT OF ROLL

1-3

Objective Room Magic Items Table

4-6

Objective Room Weapons and Armor Table

THE TREASURE TABLES

 

COMMODITIES

Commodities are various valuable items that can be found that are not magical.  Most can be traded for gold at a settlement, others can be used immediately or in the dungeon.

 

ROLL

NAME

DESCRIPTION

COST

11

Map

A secret door is shown in the next room the Warriors come to, put a door on the side of the room and resolve two events, then take two treasures in addition to the monster’s loot.

--

12

Potion of Alchemy

Worth D6x40 gold to alchemist, if an alchemist is in the party, can be used to make potion of choice.

D6x40

13

Hidden Alcove

Roll as many D6 as desired for the part, if any come up a 1 then nothing is found, but an event is resolved due to the noise.  If any come up 2-5, then add them up and find that number times 10 in gold.  For each 6, a treasure is found!

Var

14

Pearl Necklace

Roll as many D6 as desired, multiply the result by 10, but if any 1s result, the shop refuses to buy, and another settlement must be tried

Var

15

Exotic foods of Tilea

A rare delicacy

50

16

Spices from Araby

Expensive spices and goods from afar worth D3x100 gold

var

21

Ancient Vase of Lustria

Odd and unusable, but fascinating

175

22

Fine Clothes

D6 pieces of clothing fit for a king

25@

23

Quarg Horn

Usable only during the Quarg Hunt Settlement Event.  During the hunt, roll D6: 1-5 = no effect, 6 = a quarg shows up , worth 1000 gold!

1000

24

Holy Artefact

At a temple, the priests will pay D6x100 gold for the artefact, but if a 1 is rolled, they give you nothing here, but another temple in another settlement may buy it.

var

25

Wines of Bretonnia

Noble wine worth D6x100 gold

Var

26

Ulathan Wine

Fine elven wine worth D6x125 gold

Var

31

Tankard

A Dwarven Tankard that no dwarf would ever part with

20

32

Dwarf Pick

Can clear away debris and rubble in D6 turns, but after each successful use, roll a D6: 1 = the pick breaks and is destroyed.

125

33

Precious Icon

Worth D6x200 gold to elders in a Village (not a town of city)

Var

34

Abandoned Backpack

D3 treasure items in the pack, but what happened to the warrior wearing it?

Var

35

Fine Gold Elf Wine

A bottle heals D3 wounds, but makes the Warrior -1 to hit for D3 turns.  D6 bottles are found worth 100 Gold

var


 

36

Silks of Cathay

A bolt of silk, stored in a chest is found, worth D6x25 gold

Var

41

Provisions

D6 Provisions are discovered, each heals 2 wounds and are exactly like provisions that can be purchased in settlements

0

42

Bandages

D6 Bandages are discovered, each heals 3 wounds and are exactly like bandages that can be purchased in settlements

 

43

Tapestries of Bretonia

Fine Tapestries are found here, and can be sold at the next settlement for D6x50 gold

Var

44

Jewelry

The Monsters had fine jewelry hidden away, worth D6x50 gold in the next settlement.

Var

45

Dinner Wear

Flatwear, goblets, plates, and such fit for a king is found, worth D6x25 gold the next settlement.

Var

46

Ceremonial Armor

+1 Toughness, any attack that rolls a natural 6 for damage destroys the armor if worn, but is worth 150 gold in the settlement.

150

51

Elven Cooking Herbs

Rare spices and herbs from Ulathan, dried and preserved in wax packets, worth 2D6x25 gold

Var

52

Carpets from far Cathay

Oriental rugs are stacked here, D6 of them worth D6x10 gold each.

Var

53

Incense of Araby

Rare and expensive incense is found, worth D6x50 gold

Var

54

Ingots of Iron

D6 iron ingots are discovered with Dwarven marks on them, worth D6x30 gold each

Var

55

Ingots of Silver

D3 silver ingots are discovered, pure silver worth D3x100 gold each

Var

56

Ingots of Gold

D3 gold ingots are found!  Roll 3D6 for each separately, if any of the 3D6 rolls results in doubles, they are painted lead, but otherwise multiply the result by 25 for the gold value

Var

61

Musical Instruments

Stored here are D6 musical instruments, worth D6x10 gold in a village, double that in a town, and triple that in a city (D6x30 in a city).

Var

62

Books

Various books and bound leaves of writing are here, none magical, but valuable none the less

300

63

Uncut Gems

One of the warriors recognizes some pebbles as uncut gems, worth D6x40 gold in the city, and but D6x10 gold in a town, nothing in a village.

var

64

Keys

A set of keys on a ring is found, for any door encountered, roll a D6: 1-5 = no key fits, 6 = the key needed is on the ring!

50

65

Bugman’s Beer

A less potent Mix than the 6X that can be found, but still worth D6x20 gold at any settlement’s Ale House.

var

66

Treasure Map

A partially destroyed map that indicates great treasure.  As each room is entered, roll a D6: 1-5 = not the treasure room, 6 = The treasure horde is hidden here.  After all encounters are dealt with, the Warriors discover a treasure horde, roll 3 times on the Treasure Chart, and resolve an event card immediately upon looting it.

Var

POTIONS AND TRINKETS

 

ROLL

NAME

DESCRIPTION

COST

11

Madcap Potion

Grants x2 attacks when taken, until a 1 is rolled for POW, at which point the drinker is reduced to 1 Initiative and 1 attack for D6 turns.

100

12

Skalm

Roll a D6 when drank: 1 = does 1D6 wounds with no modifiers, 2-6 = Heals all wounds

50

13

Potion of Knowledge

Spells cost 0 POW, each turn roll a D6: 1-2 = wears off + roll a D6, on a 1 all magic ability is lost until the end of the adventure.

200

14

Potion of Healing

Heals D6 wounds

75

15

Healing Balm

Heals all wounds lost

200

16

Potion of Levitation

Lasts one turn.  Ignore pits, chasms etc, all attacks are –1 to hit drinker.

250

21

Magic Potion

When imbibed, roll D6: 1 = lose 2D6 wounds,

2 = lose 1D6 wounds, 3 = skin is rainbow striped, 4 = heals 1D6 wounds, 5 = heals 2D6 wounds, 6 = heals all wounds

60

22

Salve of Strength

Gives +1 Strength for D6 turns

100

23

Potion of Strength

Gives D6 Strength for one turn

150

24

Holy Water

Roll to hit with BS, does D6 wounds to any undead, chaos, or daemon creature (and D3 to any such creature adjacent to the target) with no modifiers.

250

25

Potion of Flying

For one turn, can move D6+2 squares, fly over all obstacles, and cannot be pinned.

150

26

Potion of Lightning Blades

+1 to hit per Battle-Level for one turn

500

31

Potion of Endurance

Can ignore one blow that would otherwise kill him

300

32

Incense of Healing

When opened, heals every warrior on the same board section 2D6 wounds and is expended.

200

33

Potion of Pain

Heals 2D6 wounds and allows drinker to ignore one blow that would otherwise kill him

300

34

Potion of Battle

+1 attack for one turn

75

35

Potion of Weapon Mastery

+2 to hit and damage is +2D6 wounds for one turn

150

36

Undead Bane

Enough for 1 weapon for 1 turn, causes an additional 1 wound per Battle-Level damage to undead

50

41

Chaos Bane

Enough for 1 weapon for 1 turn, causes an additional 1 wound per Battle-Level damage to Chaos creatures

200

42

Potion of Toughness

+1 toughness until end of turn

75

43

Potion of Instability

For one turn, cannot be pinned, cast spells, attack, be attacked, or be the target of any traps, magic, etc.

200

44

Potion of Keensight

For one turn, may make as many bow attacks as the drinker has attacks

250

45

Bugmans XXXXXX

4 doses: heals D6 wounds, but is –3 to hit next D3 turns, each use reduces gold value 50 gp

200


 

46

Potion of Invisibility

For one turn, cannot be pinned, cannot be attacked or targeted by magic, cannot cast spells, but can attack

200

51

Potion of Disguise

For one turn, monsters will ignore and will not pin the drinker unless he attacks them

100

52

Arkal’s Powder

For one turn, can move 3D6 squares and cannot be pinned

100

53

Healing Herbs

Elf or alchemist can make D6 healing potions from this between adventures

300

54

Poison

Enough for one weapon, lasts one battle.  If the weapon causes damage, it does an additional D3 wounds at the end of turn

150

55

Potion of Erupting

Does D6 damage with no modifiers to any square within 2x the thrower’s Strength.

75

56

Firebomb

D6 found, Does D6 damage to any 2x2 area, no modifiers

100

61

Flash Powder

D3 found, gives +1 attack to the Warriors that turn, only one per turn can be used

75

62

Acid

Enough to destroy the lock or open a porticullus or locked door, on a roll of 2-6 on D6, but a roll of 1 destroys the lock, cannot be opened

50

63

Potion of Power

Gives D6 Power for casting spells, lasts one turn

50

64

Blade Wash

Makes the weapon magical permanently so they affect creatures only hit by magic weapons, for D6 turns makes +1 to hit.  Only Enough for one weapon

100

65

Potion of Curing

Eliminates any one disabling effect (loss of a Characteristic from poison, loss of movement from petrification, etc)

200

66

Potion of Fortitude

Negates fear and terror for the adventure

100

 


ONE USE MINOR MAGIC ITEMS

 

ROLL

NAME

DESCRIPTION

COST

11

Master Rune of Gomril

Bonds to Armor.  +2 toughness

300

12

Master Rune of Adamant

Bonds to Armor.  6+ Ignore Pain against non magic weapons.

200

13

Rune of Fortitude

Bonds to Armor.  Gives +1D6 starting wounds at the beginning of each adventure, only while armor is worn

300

14

Rune of Iron

Bonds to Armor.  +1 toughness

200

15

Spelleater Rune

Bonds to Armor.  Gives Magic Resistance 5+

400

16

Rune of Spell Eating

Bonds to Armor.  Absorbs and negates D3 spells targeting the wearer each adventure

300

21

Master Rune of  Groth One-Eye

Bonds to Weapon.  All Warriors on the tile gain +3 to Fear and Terror tests.

500

22

Master Rune of Courage

Bonds to Armor.  Immune to Psychology

400

23

Rune of Fear

Bonds to Weapon.  Causes all monsters to make a fear check of 6+ (on Dungeon Level +D6)

500

24

Rune of Slowness

Bonds to Armor.  All monsters on the tile move at –1 move.

450

25

Rune of Fortune

Bonds to Weapon.  Re roll any one missed attack per turn, must take the second result.

450

26

Icon of Determination

Bonds to a Shield.  Once per adventure, the warrior can take all of one attack on his shield, ignoring the blow.

300

31

Silver Stone

Attaches to a weapon, bonding and making the weapon permanently enchanted.  If that weapon hits with a natural roll to hit of 6, it causes an extra D6

250

32

Orb of Might

Has D6 POW stored in it for use in casting spells, cannot be recharged

50/ charge

33

Glowstone

Acts as a lantern, but if a 1 is rolled for POW, roll a D6, on a 1-3, the stone is extinguished and useless

400

34

Destroy Magic Scroll

Dispels any one spell cast at the Warriors.  This spell cannot be cast by that spell caster again (if it is rolled, there is no effect)

350

35

Quake Scroll

Causes a 2x2 square area to cave in.  Any model in that area suffers 2D6 wounds with no modifiers

200

36

Swords of Doom scroll

Gives the warrior +2 attacks this turn

200

41

Bane Scroll of the Undead

Kills any single undead model of up to 400 gold value on a D6 roll of 4-6

150

42

Bane Scroll of Chaos

Kills any single chaos model of up to 400 gold value on a D6 roll of 4-6

150

43

Runestone of Death

Bonded to a weapon.  Once per adventure roll +2D6 damage for the weapon.

250

44

Runestone of Slaying

Bonded to a weapon.  One attack per adventure damage is doubled before Strength.

300

45

Runestone of Magic

Bonded to a weapon.  Makes the weapon treated as magical permanently

25


 

46

Rune of Destruction

Bonded to Weapon.  Once per adventure the Warrior can double his attacks with this weapon.

400

51

Master Rune of Banishment

Bonded to Weapon.  Once per adventure, If the weapon does 1 wound to undead, it is killed utterly

500

52

Master Rune of Daemon Slaying

Bonded to Weapon.  Once per adventure, If the weapon does 1 wound to chaos or daemons, it is killed utterly

500

53

Master Rune of Death

Bonded to Weapon.  Once per adventure, if the weapon does 1 wound to the target, it is killed.

750

54

Master Rune of Dragon Slaying

Bonded to Weapon.  Once per adventure, If the weapon does 1 wound to a dragon, hydra, or wyvern, it is killed utterly

500

55

Skalf Blackhammer’s Master Rune

Bonded to Weapon.  All non magic armor is ignored by the weapon.

350

56

Snorri Spangelhelm’s Master Rune

Bonded to Weapon.  Gives the weapon +1 to hit, once per adventure will hit automatically, no roll.

500

61

Rune of Smiting

Bonded to Weapon.  On a natural roll of  5 or 6 to hit, does +1D6 wounds.

500

62

Alaraic the Mad’s Master Rune

Bonded to Weapon.  Negates any Dodge/ Parry/Ignore Pain special abilities

500

63

Master Rune of Might

Bonded to Weapon.  Does double damage (before Strength) to any foe with toughness greater than wielder.

500

64

Rune of Breaking

Bonds to Weapon.  Destroys magic armor it hits on a natural to hit roll of 6.

450

65

Rune of Parrying

Bonds to Weapon.  If the attack misses, removes 1 attack from the opponent (will not reduce their attacks below 1).

500

66

Master Rune of Resistance

Bonds to Armor.  Each blow, roll a D6: 4-6 = may force the attacker to re-roll damage dice for that attack.

450

 


OTHER MINOR TREASURES

 

ROLL

NAME

DESCRIPTION

COST

11

Boots of Swiftness

+1 move

500

12

Boots of Flight

For one full adventure, makes wearer hover, and ignore chasms, pits, etc.

750

13

Cloak of Stealth

Can break from pinning automatically once per adventure

100

14

Wizard’s Staff

Can be used to attack with at –1 to hit, but gives +1 toughness while wielded.  The staff can store Power, and comes with 1 POW in it for spellcasting (can be recharged).  Once per adventure you can re-roll the event but must take the second result.

500

15

Horn of Resilience

Can only be used when no monsters are present.  When blown, all warriors enter a trance for one turn and do nothing but heal D6 wounds.  Works once per adventure.

350

16

Horn of Shielding

Once per adventure, may be blows to give the Warriors a shield that protects them from any blow unless a natural 6 is rolled to hit.  This lasts one turn.

500

21

Talon of Death

Once per adventure.  After movement, the warrior may use this to cause D6 wounds to all Monsters adjacent with no modifiers (roll each monster separately).

500

22

Icon of Agility

Gives +1 to escape from pinning, once per turn.

200

23

Stone Icon of Ghamaluk

Once per adventure, heals bearer to full Starting Wounds.

200

24

Icon of Combat

Can be used once per adventure to shove a monster back to any one of the 3 squares behind him.  Roll D6+Strength for the warrior and compare to Monster’s Strength, if it is greater, the monster is shoved back, and the warrior takes his place.

150

25

Light of Courage

Allows the bearer to see as if he had a lantern, lasts one adventure

300

26

Orb of Power

Has D6 POW stored in it for spell casting.  Can be recharged at the Font of Power.

500

31

Orb of Sigmar

Once per adventure, negates necromantic magic on the same board section for D6 turns

400

32

Lucky Talisman

Once per adventure, makes an attack automatically hit.

150

33

Talisman of Alcadizzar

Gives 5+ Magic Resistance to necromantic magic cast at the bearer.

500

34

Lifestealer Talisman

Once per adventure, the Warrior can do D6 wounds to an adjacent monster with no modifiers of any kind, and gains the wounds done, up to his starting wounds.

450

35

Life Stone of Le Marquis

When your warrior is hit by a blow that would reduce him to 0 wounds or less, the Life Stone negates the attack, once per adventure.

500

36

Dragon Stone of Le Marquis

Once per adventure, add +1D6 toughness for a turn.

500

41

Talisman of Jet

The Wizard can try to swap spells for another once per adventure.  Roll 1D6, 1 = crumbles and is useless, 2-6 = choose a new spell of the same casting cost.

600

42

Power Stone of Le Marquis

Once and adventure, add +1D6 Strength for a turn.

500

43

Battle Stone of Le Marquis

Once per adventure, one attack automatically hits.

500

44

Speed Stone of Le Marquis

Once per adventure, add +2 movement and break pin automatically for one turn.

500

45

Deathstone

Once per adventure, the wizard can use this to cast a spell with.  Roll a D6: 1-2 = spell fails and all POW for the turn is lost, 3-6 = spell cast at no POW cost this turn.

150

46

Luckstone of Anurandel

Re-roll any one die roll once per adventure

150

51

Stone of Bravery

+1 to all fear and terror rolls to bearer

250

52

Blessed Gem

Once per turn, can dispel a necromantic spell on a 4+.

350

53

Healing Hands Jewel

Once per adventure, all Warriors heal 1 wound.

250

54

Chalice of Vigor

Once per adventure, for the duration of the next combat, all Warriors cause +D3 wounds each hit on a natural roll of 6 to hit.

300

55

Chalice of Fate

Once per adventure, the Wizard can re-roll the POW but must take the second result.

200

56

Goblet of Vitality

Once per adventure, each warrior heals 3 wounds

200

61

Backpack

When found, has D6 provisions in it.  At the beginning of each adventure, the pack has D6 more provisions.

150

62

Coughing Spell Jewel

Once per adventure, pick a monster on the board section and roll a D6: 1-5 = no effect, 6 = the monster is -1 to hit for the rest of the turn.

50

63

Bracelet of Transformation

Once per adventure, the wearer can take on the appearance of any monster, and will not be attacked by monsters with any weapon or spell.  Once a monster is attacked, the effects wear off.

350

64

Lifestone

Once per adventure.  Choose one Warrior on the same tile as the wearer, and swap wounds, this cannot take either Warrior above starting wounds.

500

65

Circlet of Wrath

Once per adventure, the wearer can enter a blood rage for a turn.  Roll a D6: 1 = double attacks, but move to the nearest Warrior and unleash them on that model, 2-6 = double attacks.  When in the rage, the Warrior cannot be pinned

400

66

Gauntlet of Damzhar

Gives the wearer +1 attack at –1 to hit and +1 Strength.  If both Gauntlets are worn, they combine for a total of +3 attacks, at +1 to hit and 4D6 damage.

500

 

 

JEWELRY

This consists of various rings, pendants, and other enchanted piece of jewelry and baubles that can be worn. 

 

ROLL

NAME

DESCRIPTION

COST

11

Band of Magic

Randomly select two attack spells that are stored in the band.  Each one can be cast automatically then the band is destroyed

500

12

Stone of Transmutation

Roll a D6 and add Battle-Level, if this is greater than the monster’s current wounds, it is turned to stone and killed.  Works once.

200

13

Amulet of Power

Each Warriors phase the wearer may roll a D6: 1 = amulet explodes doing 1D6 with no mods to wearer, 2-6 = +2 Strength.

350

14

Amulet of Fury

Allows the wearer to cast spells (if the person who gets it is a wizard, it grants one random spell to him and disintegrates).  Randomly determine one spell, once per turn, the user may try to cast the spell by rolling D6+BL over the casting cost.  Disintegrates upon success

200

15

Bracelet of Saphery

Randomly select one spell when found, once per adventure this spell can be cast for free by the bracelet.

750

16

Ring of Regeneration

Each turn, a roll of 6 on D6 heals 2D6 wounds (unless at 0 wounds, then it only heals 1D6) at the end of turn.

650

21

Crown of Thoughts

On ambush, roll D6: 1-3 = ambush as normal, on 4-5 = ambush has no effect on the wearer,

6 = one free attack on the monsters before they move, and negates ambush on wearer.

800

22

Ring of the Warp

Instead of moving, may teleport, roll D6 and move that distance if possible, ignoring pinning and obstacles.  If it is not possible, then cannot move and loses his turn.

1000

23

Ring of Seeking

Roll a D6 to avoid a trap: 1-3 = no effect, 4-6 trap is magically disarmed and has no effect

500

24

Time Freeze Ring

Once per adventure, gives the warriors an extra warrior’s phase at the end of the one it is used on.

200

25

Amulet of Vindication

Gives Magic Resistance 6+

500

26

Protection Ring

+1 Toughness while worn

300

31

Braces of Warding

+1 Toughness while worn, up to two can be worn at once

 

32

Amulet of Charadris

Undead monsters regenerate at half the normal rate (round down) while adjacent to the wearer

300

33

Ring of Sure Seeing

You may re-roll an event if you don’t like the one, but must take the second result.

200

34

Spell Ring

Randomly determine a spell each adventure, the ring can cast this spell for free once per adventure.

500

35

Crown of Madness

+1 to all psychology tests while worn

250

36

Ring of Power

Choose one characteristic, this is +1 while the ring is worn.  The one chosen cannot be changed.

500

41

Rapid Fire Bracelets

+1 Attack with missile weapons while worn

450

42

Lightning Fire Ring

Once per adventure, does 5D6 with no modifiers to any one monster in line of sight

500

43

Invisibility Ring

Onc turn per adventure can turn invisible, still able to fight, cannot be pinned, cannot be attacked or the target of spells.

175

44

Black Amulet

Gives 5+ dodge, if the attack is dodged, reflects the attack back on the aggressor.  Each time it is successful, roll a D6: on a 1 the amulet is destroyed

300

45

Jade Amulet

2+ Dodge or Magic Resistance once per adventure

250

46

Amber Amulet

Heals D3 wounds at the beginning of each turn

500

51

Amulet of Fire

4+ Magic Resistance, once per turn

450

52

Tress of Isoulde

Choose a target, once per battle.  Against that foe, the wearer is +3 Weapons Skill and +3 Strength.

500

53

Collar of Zorga

While worn, no monster will initiate combat in hand to hand against the wearer, but will defend themselves.

500

54

Bauble of Anurandel

+1 to escape pinning

250

55

Gems of Life

A pair of gems, one is worn, the other is kept in safety.  If the wearer dies, he is stored in the gem, and when the two are brought back together, the warrior is restored to life, as the gems crumble.  Only mundane equipment is left behind.

700

56

Belt of Gagron

At the end of any turn the wearer’s wounds are reduced to 0, roll a D6: 1-2 = no effect, 3-5 heals 1D6 wounds, 6 = heals 2D6 wounds

500

61

Ring of Sure Seeing

Allows the warrior to re-roll one single Settlement Event or Hazard roll, then crumbles, the second result must be taken.

200

62

Bracelet of Ashain

+3 Starting Wounds while worn

350

63

Energy Jewel

Has 1D6 Power for use in casting spells, once the POW is expended, the gem crumbles

200

64

Crown of Night

Gives 6+ Magic Resistance

300

65

Ring of Dadaan

Randomly select one spell, the ring can cast this spell once and then is destroyed

200

66

Charm of Learning

Counts as 300 gold toward learning the next level only (300 '‘experience”)

100

 


ARMOR AND SHIELDS

 

ROLL

NAME

DESCRIPTION

COST

11

Armor of Brilliance

3 DEF, -1 to be hit

400

12

Armor of Protection

3 DEF, 5+ dodge

500

13

Dragon Shield

Once per adventure, the bearer is immune to any one attack

300

14

Chaos Armor

3 DEF, can cast spells with it on

500

15

Chaos Runeshield

1 armor, negates all magic items used adjacent (except self and chaos armor) including wearer

200

16

Spellshield

2 armor, 4+ magic resistance.  If the spell is resisted, it reflects and affects the caster.

400

21

Bane Shield

1 armor, 5+ dodge.  Any attack dodged reflects on the attacker

300

22

Charmed Shield

2 armor, removes 1 attack from the monster attacking wielder

300

23

Magic Warpaint

1 adventure’s worth.  2 armor vs missiles, 3 vs hand to hand, can use magic with it on but cannot be combined with armor

200

24

Fanged Death Helm

Choose one attack per turn, if it hits, an additional bite attack of D6 wounds that always hits, with no modifiers.

250

25

Armor of Fortune

Absorbs 30 wounds, which never affect the wearer until the 30 is reached.  The armor then explodes, taking the wearer to 0 wounds.

500

26

Shield of Deliverance

Can totally absorb two blows, then is destroyed.

500

31

Helm of Alcadizzar

Acts as a lantern, gives +1 toughness, and all undead are –1 to hit the wearer.

450

32

Elf Shield

Ignore the first blow each turn (unless the attack was a natural 6 to hit)

500

33

Cloak of Lorien

Ignore the first wound caused by each attack.  Roll a D6 each time it protects, a 1 = cloak is destroyed

75

34

Kingshield of Tilea

+1 toughness, once per adventure negates any one blow.

200

35

Fur Cloak

+1 toughness, roll a D6 each time it protects: 1-3 = destroyed.

75

36

Boots of Quargskin

1x per adventure can double movement (cannot be sold)

0

41

Cloak of Deception

All attacks on the warrior are –1 to hit, but if a natural 6 is rolled to hit, the magic is exhausted until next adventure.

350

42

Boots of Battle

Gives an additional kick attack of –1 to hit, +1 STR

200

43

Bladed Boots

Gives an additional kick attack of –1 to hit, +1 STR

200

44

Vambraces of Lightning

Gives 4+ dodge versus missile weapons

250

45

Boots of Leaping

Leap 1 square in any direction, ignoring any obstacles, but still counting as 1 move, can only be used once per turn.

400

46

Cloak of Warding

1 armor, can cast spells with this on

200

51

Helmet of Farseeing

+1 toughness, can see as if he had the lantern

800

52

Boots of Tzchak

+1 move, ignore movement penalties of armor

100

53

Grey Armor of Eshkalon

Each attack, roll a D6: 1 = armor shatters and is useless, 2-6 = armor absorbs as many wounds as rolled

400

54

Cloak of Shadows

Gives Magic Resistance 4+, if the wearer is selected for a missile attack, return and reselect, taking the second choice

400

55

Elf Helm

+1 Toughness.  In addition, can take a blow on the helm, roll D6: 1 = absorbs all damage and is destroyed, 2-4 = no extra effect, 5-6 = blow does no damage

750

56

Belt of Blocking

Each blow that the wearer sustains, roll a D6:  1-2 = no effect, 3-5 = 2 wounds less taken 6 = ignores the blow.

500

61

Helm of the Dragonslayer

Immune to all breath weapon attacks of any kind

500

62

Bohemond’s Shield

+1 toughness, Roll a D6 each blow, on a 6, the weapon is broken and destroyed

500

63

Grail Shield

+1 toughness, all undead are at –1 attack on the bearer

300

64

Enchanted Shield

If used, roll a D6: 1 = explodes for D6 wounds to user, no modifiers, 5-6 = absorbs all damage.

450

65

Pelt of Charandis

+1 Toughness, +1 more against hand to hand attacks, negates poison effects

450

66

Helm of Yvresse

+1 toughness, may Re-roll a failed fear or terror test

300

 


WEAPONRY

There are two tables for weapons, swords and other weapons.  The great majority of magical weapons found are swords, and other weapons includes such things as arrows and boots that allow attack.

 

SWORDS

 

ROLL

NAME

DESCRIPTION

COST

11

Sword of Defiance

+3 toughness when wielded

600

12

Sword of Ensorcelled Iron

+1 to hit

150

13

Biting Blade

Ignores 1 point of armor

150

14

Blade of Leaping Copper

+1 attack

300

15

Death Sword

+3 STR

500

16

Sword of Stone

+2 Toughness

500

21

Blade of Couronne

Each undead monster adjacent to the wielder takes 1 wound, no mods, cannot be regenerated at end of turn.

300

22

Blade of Slicing

+2 wounds on successful hit

300

23

Giant Blade

+2 STR

400

24

Blessed Sword

Raises Weapon Skill to 10

500

25

Venom Sword

Wounds that make it through defenses are doubled

400

26

Wall of Steel

In a corridor or doorway, no monsters may pass the warrior wielding this sword, even if they are flying.

200

31

Enchanted Greatsword

2-Handed weapon, +4 STR, -1 initiative.

400

32

Wyvern Blade

Each hit does 2 Hits, roll damage for each separately.

500

33

The Sword Skabskrath

Gives Terror rating of equal to BL (monsters who fail are –2 to hit, and will not cast spells at that target), makes immune to all psychology.

450

34

Sword of Fortitude

Immune to psychology

300

35

Sword of Justice

Ignores non magic armor, re roll any miss, must take the second roll

750

36

Weeping Blade

Ignores 1 point of armor; if the blade does any wounds, at the end of turn, the model takes D6 wounds in addition with no modifiers

700

41

Chaos Runeblade

+1D6 damage, ignores non magic armor

400

42

Warrior Bane

Each successful damaging attack causes –1 attack on the model

350

43

Banisher Sword

Vs undead: does +1D6 and ignores armor

300

44

Blood Drinker

Drains 1 STR from the target if it does any successful wounds (the target is 1 STR lower, and the Warrior has +1 STR until the end of the fight); if the model is reduced to 0 STR it dies, if the warrior was below normal strength this drain effect ‘heals’ it.

750

45

Deathsword

Once per adventure: Increase STR to 10 for one turn

250

46

Soul Blade

Each successful wounding hit reduces the model’s toughness by 1, any model at 0 toughness dies.

450

51

Parrying Blade

Once per turn, can roll D6: 1-3 = no effect, 4-6 attack is parried and has no effect

400

52

Dark Sword

Each successful wounding hit reduces the model’s WS by 1, any model at 0 WS cannot attack with hand to hand.

400

53

Sword of Might

+1 Strength

150

54

Relic Blade

+1 to hit

400

55

Blessed Sword

Only misses on a roll of 1 or 2

300

56

Bone Blade

Once turn per adventure, the Warrior may trade in all attacks for a single attack that causes normal damage +(1D6xBL) in wounds

400

61

Obsidian Blade

Each hit roll a D6: 1-4 = no special effect, 5-6 = ignores and destroys armor

450

62

Blade of Sea Gold

Ignores 1 point of armor

150

63

Magic Sword

May hit monsters only affected by magic weapons

25

64

Heart Seeker Sword

Re-roll one miss per turn, must take second roll

500

65

Berserker Sword

+1 to die roll to go berserk

250

66

Bronze Sigil Sword

+2 initiative

100

 

OTHER WEAPONS

 

ROLL

NAME

DESCRIPTION

COST

11

Axe of Slaughter

+1D6 damage

200

12

Ogre Slayer

+2 STR (+3 STR for Dwarf)

400

13

Axe of Khemri

Roll 2D6 and choose the best for wounds, vs undead is +1 to hit, cannot be added to with runes

750

14

Destroyer Staff

Steals D6 POW from any spell caster it hits, if it hits, that spell caster cannot use any magic until the end of turn

300

15

Black Hammer of Hashut

+2 STR, ignores armor, does double damage to mummies

500

16

Hell Mace

+2 attacks

250

21

Dark Mace of Death

Once per battle: all models adjacent take the damage of the mace, with no armor

300

22

Darting Steel Dagger

+1 attack, hits automatically, does D6 wounds, no STR

350

23

Hail of Doom Arrow

One use.  +1 STR bow attack, does 2D6 hits of the bow’s damage

150

24

Heart Seeker Arrow

2D6 arrows.  Re-Roll any miss once, take the second result

75@

25

Arrows of Loren

3D6 arrows.  +2 Ballistic Skill, ignores 1 point of armor, +1 damage.

100@

26

Surefire Bow

STR 4 bow, +2 to hit

900

31

Spear

Once per adventure, can attack at BS 3+, and does 3D6 with a hit

100

32

Pistol and Shot

D6+6 weapon, range 6 squares, takes 1 turn to reload.  Enough shot for one adventure

1000

33

Bow of Tiranoc

+3 wounds each hit

300

34

Eltharion’s bow

+1 to hit

200

35

Arrows of Piercing

Enough for one adventure.  On a successful hit: D6, 1-4 = normal effect, 5-6 = ignores armor

300

36

Arrows of Death

1D6 arrows.  +3 wounds

100@


 

41

Arrows of Sure Flight

2D6 arrows.  +1 to hit, only usable by elf (others don’t get the magic)

100@

42

Bow of Tor Alessi

Fire before or after moving

250

43

Arrows of Slaying

1 arrow: roll a D6 on a hit, 1-4 = normal effect,

5-6 = monster is slain instantly

500

44

Magical Quiver

Any arrows stored in this quiver are treated as magical (and hit creatures only struck by magic)

25

45

Javelin

Once per battle, can use for an attack at BS, if it hits and the target is adjacent to a wall, roll a D6: 5-6 = target is pinned there until next turn.

100

46

Arrow of Fire

1 arrow, does damage of the bow in a fireball (2x2 squares area)

300

51

Crossbow of Swiftness

Get as many attacks as you have attack skill.

750

52

Lightning Bolts

D6 found.  Does damage of the crossbow to every model in a line directly from the Warrior, no armor

100@

53

Skavenblade (dagger)

Ignores 1 point of armor, does only 1D6 damage with no strength, but any damage suffered is done at the end of the turn again with no modifiers (poison)

300

54

Throwing Hammer

Ignores all but magic armor, if 6 is rolled for damage, stuns for a turn (no monster phase this turn for the model hit).  Once per combat can be thrown, range 6 squares.

300

55

Repeater Crossbow

If you hit, you can immediately attack again, until a miss.  Takes D3 turns of inactivity to reload.

500

56

Halberd of Pain

Can attack in ranks, is –1 WS if in a hallway, always hits last in Warrior’s Phase.  Ignores Toughness on a natural roll of 6 to hit.  Two handed weapon.

200

61

Mace of Sure Striking

Re roll one D6 of damage if desired, taking the higher of the two damage.

300

62

Arrows of Piercing

Enough arrows to last the adventure.  Each hit, roll a D6: 1-4 = no special effect, 5-6 = ignores all armor

300

63

Flail of Smiting

+2 STR, ignores 1 point of magic armor, ignores shields of any kind

400

64

Fire Arrows

1D6 found.  If it hits, roll D6: 1-3 = has no special effect, 4-6 = does 1D6 wounds with no modifiers each turn until damage does natural 1 or 2 (which snuffs the flames after damage).

100@

65

Razor Arrows

D6 found.  +3 wounds to targets with no armor

100@

66

Elven Bow

Make as many attacks as you have attack skill.

750

 


OBJECTIVE ROOM TREASURES

 

Once the Objective Room has been cleared of monsters, this, more powerful treasure can be claimed by the Warriors.

 

OBJECTIVE ROOM MAGIC ITEMS

 

ROLL

NAME

DESCRIPTION

COST

11

Lifestone of Ashraz

As long as the bearer is above 0 wounds, the lifestone heals D3 wounds at the beginning of each turn.

1500

12

Warningstone of Asuryan

Negates ambush on a roll of 6, once per event.

1100

13

Warpjump Spell Jewel

The jewel’s bearer and all adjacent Warriors are transported to any place in the dungeon that they have been to before, once per adventure.

750

14

Wand of Jade

Has 2D6 charges when found.  Each charge increases the effect (not success chance) of a spell by +2.

600

15

Wand of Diabolum

All spells cast with this wand are at –1 Casting number.

500

16

Sceptre of Zandri

Acts as a normal sword (D6+strength damage), but against undead does an additional D6 damage, and all undead are –2 to hit the wielder.

1000

21

Horn of Vengeance

Once per adventure, roll a D6 for every monster on the tile.  If the roll is a natural 6 or is greater than the monster’s toughness, it is hurled to the floor and suffers D6 wounds with no armor.  Prone monsters take a turn to stand up and can do nothing else.

1000

22

Chalice of Battle

Once per adventure, the warrior gains one turn of +1 Attack, +1 to hit, and +1 Strength.

1000

23

Firestorm Icon

Once per adventure, does 6D6 with no modifiers of any kind to all models in a 2x2 square area in line of sight. 

2000

24

Horn of Defiance

Once per adventure, when blown the effects last until the combat ends or POW rolls 1, whichever comes first.  When a warrior is attacked, on a 6+ no damage is done.

750

25

A set of Gauntlets of Damzhar

This cannot be found if one or more of the Gauntlets is already possessed. When worn, the Gauntlets grant +3 attacks, at +1 to hit and 4D6 damage.

1000

26

Chalice of Sorcery

Gives POW for casting spells.  For each point of POW drawn from the chalice, roll a D6.  All power must be drawn at once, and thus all D6 rolled at the same time.  When the dice are rolled, any 1s that result causes 1D6 wounds, with no modifiers of any kind.

700


 

31

Enchanted Jade Amulet

Each turn, the amulet will regenerate up to BL in wounds if used, but will not raise wounds over starting level.  Each turn used, roll a D6:

1 = The amulet crumbles to dust, causing D6 wounds with no modifiers for armor or toughness.  2 = no effect this turn, 3-6 = regenerates.  Does not work at 0 wounds.

600

32

Book of Arcane Knowledge

Roll 4D6 when found, and select spells that are written in the book as if learning new spells.  Each spell can be cast once at no POW cost, then the page crumbles.

1000

33

Brooch of Power

Stores unused POW for the turn, up to (6+BL) total.  If any Power is stored in the Brooch, it gives +1 toughness to the bearer.

1000

34

Dawnstone

Revives a warrior to full wounds even if reduced to 0 wounds or dead, at the end of the turn, then crumbles to dust.

500

35

Crown of Sorcery

Usable only by non-spell casters.  When found, randomly select two spells at the bearers BL in casting number.  Each turn the wearer gains the POW of the dungeon, +1, and can cast up to his BL in spells in a turn.  Each time a spell is cast, roll a D6: 1 = spell fails and wearer is immobilized for the turn (only a 1 misses).

1000

36

Talisman of Obsidian

Gives Magic Drain of 4+ to any adjacent spell caster.  The magic power is redirected to heal 1D6 wounds to the wearer.

500

41

Tablet of Adain

Lets the Wizard re-roll any number of the dice rolled when new spells are learned, but the second result must be taken.

1000

42

Staff of Command

Once per event, a spell caster can attempt to control one monster on the board for a turn.  Roll a D6: 1-4 = no effect, 5-6 = Monster is controlled.  Controlled monsters fight in warrior phase and will do anything ordered except harm its self

900

43

Ring of Cheshnakk

Transports the wearer out of the adventure and to the next settlement the other Warriors visit.

1000

44

Golden Scepter of Norgrim

Once per turn, can add one of the following to all adjacent Warriors: +1 move, +1 STR, +1 Toughness.

800

45

Gauntlet of Bazhrakk the Cruel

+2 Strength.  On a natural 1 to hit, the attack hits an adjacent warrior instead of the monster intended.  Any weapon held is treated as magical, bearer cannot be disarmed.

750

46

Staff of Flaming Death

Fires flaming skulls in a straight line, first target is hit for 2D6 wounds and causes fear 5+ (D6 plus dungeon level).  Each time it is used, roll a D6: 1 = all charges used up, destroyed, 2-6 = still at least one charge left.

800

51

Staff of Lightning

Does D6+6 damage to the first target in a line, with no modifiers for armor.  Each time it is used, roll a D6: 1 = all charges used up, destroyed, 2-6 = still at least one charge left.

800

52

Staff of Osiris

Does D6+3 to every model in a straight line, ignoring armor.  Each time it is used, roll a D6: 1 = all charges used up, destroyed, 2-6 = still at least one charge left.

800

53

Skull Wand of Kaloth

Used like a sword (Dice plus Strength damage) but each target must make an Initiative check (D6 roll plus initiative, roll 7+) or it dies on the spot.  Has D6 charges, cannot be recharged.

300/

charge

54

Skull Staff

All spells cost 1 less POW to use.  All monsters have –1 to Magic Resistance checks against your spells.  Once per adventure a spell can be cast that ignores all magic resistance, dispels, etc.

2000

55

Rod of Power

Can store Unused POW.  Each turn, roll a D6+Initiative, if the result is less than the POW stored in the Rod, it has leaked the stored Power and is empty.  When any POW is in the staff it gives +1 WS.

1500

56

Forbidden Rod

Can cast spells for no POW cost, but each time roll a D6: 1-3 = Rod uses Wounds in place of the Power cost, 4-6 = no Power required.  No spell cast with the Rod can be dispelled, countered, or resisted.  Each time it is used, roll a D6: 1-2 = all charges used up, destroyed, 3-6 = still at least one charge left.

1500

61

Horn of Panic

Once per combat the Horn can be blown, taking that Warrior’s entire turn.  Roll an initiative check (D6+Initiative, roll 7+ to succeed) for each non-undead creature on the tile.  Each creature that fails fears the party (-1 to hit, -1 to roll on spell chart and –1 spell cast, minimum 1 per turn).

2000

62

Staff of Cyeos

May roll 2D6 for Power each turn and take the best of the two rolls.  If either a 1 or 2 comes up on both of the POW dice, however, there is an unexpected event.

1000

63

Shadow Crown

All attacks are –1 to hit the wearer, who cannot be pinned, and has +2 to movement.

1000

64

Rune Staff

The Rune Staff allows a Warrior to remove a rune from one item and move it to another.  Each try roll a D6: 1  = the rune is destroyed, 2-6 = the rune is successfully moved.

800

65

Cape of Cornwall

Can walk over any pit or trap without setting them off: the character cannot be chosen randomly for a trap (remove him from the characters to pick from a cup).

750

66

Codex of the Magus

Roll 2D6 and pick spells as if learning them for a mage.  These spells are written in the Codex, and any Spell Caster can learn them between adventures.

200/ spell

 


OBJECTIVE ROOM WEAPONS AND ARMOR

 

ROLL

NAME

DESCRIPTION

COST

11

Sword of Hoeth

When used, roll D6: 1 = trip, lose all attacks this turn, 2-4 = as normal, 5-6 = double attacks

750

12

Hellfire Sword

On a natural roll of 6, does (D6+1 per BL) damage to all adjacent models with no modifiers for toughness or armor

1500

13

Bane Sword

Randomly determine a monster type (dragon, goblin, dark elf, etc) for the dungeon level.  The sword does x2 damage against such monsters

500

14

Sword of Vengeance

Ignores Toughness and all except magic armor, can re-roll one miss per turn (must take the second result)

1000

15

Sword of Heroes

Does +3D6 wounds against creatures with 6 or more toughness

900

16

Blade of Leaping Gold

+3 attacks

1000

21

Blood Sword

In addition to normal attacks, roll a D6 for each adjacent model, for each 6, the sword hits that model as normal

600

22

Dragon Sword

Can only be drawn by 4th level or higher, on a successful roll of 5 or 6 to hit, does double damage

1200

23

Hammer of Spite

Choose a monster as it is placed on the board, if there is room adjacent, place the warrior with this hammer by that monster.  Take an immediate ambush attack, and every turn against that monster he gets +1 attack, and should he kill it, double gold.

600

24

Axe of Slaying

One turn per adventure: automatically hits target, roll a D6, damage is equal to the number rolled in D6 (+ STR).

500

25

Axe of Blood

When monsters are first faced, roll a D6:

1 = attack nearest warrior, ignoring pinning, +1 STR and Attacks this turn, roll again next turn.

2-5 = Attack nearest monster at –1 to hit, but +1 STR and Attack (roll again next turn at +1 to dice).

6 = +1 STR and attacks until end of fight.  This die roll is done until the Warrior no longer attacks any allies.

1000

26

Hammer of Sigmar

Ignores all but magical armor, if a roll to hit is a natural 6, damage is 4x

2000

31

Rending Sword

+2D6 damage, on a 5 or 6 to hit, ignores 2 points of any armor

1200

32

Sword of Destruction

Nullifies all magic in adjacent squares and for wielder, including items.  Causes +1 wounds and gives 6+ Magic Dispel

750

33

Gomril Blade

2-Handed Axe.  Ignores all but magic armor, does double damage on a successful hit.  Cannot be used by anyone below 3rd level.

1200

34

Blade of Leaping Bronze

+2 attacks

450

35

Frostblade

May only make 1 attack per turn.  Once per adventure, if it causes one wound, Frostblade slays the foe utterly, causes deathblows

750


 

36

Fell Blade

+1D6, each wound caused is doubled, but roll a D6 each hit, if a 1 results, the wounds that the monster takes are done to the wielder instead.

1500

41

Blade of Cocacila

+2 STR, No magic works for the wielder nor any model adjacent.  Ignores armor and toughness of chaos daemons

2000

42

Sword of Teclis

+1D6 electrical damage, ignores all armor; once per adventure, it may unleash a storm of electricity that does D6 hits at D6+STR to the foe faced.

1500

43

Black Axe of Krell

Ignores armor, if it hits, does D6 wounds at the end of the turn with no modifiers whatsoever

1500

44

Gotrek’s Axe

Ignores normal armor, ignores 2 points of magic armor, +1 to hit, +1D6 damage

1500

45

Morgor the Mangler (axe)

+1 Weapon Skill, +1 Toughness, +1 Strength, ignores normal armor

2000

46

Bow of Loren

Does BL in D6 wounds, if this kills, continue attack without roll to hit on target behind, continue until no longer kills

2000

51

Chaos Sword of Grugn Ironheart

+1 Weapon Skill, +1 Strength, +1 Attack for the wielder

1000

52

Chaos Demon Sword

Ignores normal armor, each wound does D3 wound, any 1 rolled for damage like this damages the wielder instead, no modifiers.

1250

53

Executioner’s Axe

2 handed Axe, strikes last on Warrior’s Phase, +2 STR, on a roll of 5+ on all dice of damage, the target dies (not vs chaos or undead).

2000

54

Elf Biter, Axe of Grom

Ignores armor, any wounds that are done after all defenses are doubled

2000

55

Morning Star of Fracasse

+2 STR first turn of a battle, if it wounds a target, their weapon is taken and destroyed.

1000

56

Armor of Taakan

+5 Toughness, -1 move.  Any attack that wounds the wearer allows the wearer to retaliate with one additional attack that does not cause death blows.

1500

61

Shadow Armor

+2 toughness all attacks are at –1 wound on each D6 rolled, wearer is never pinned, and can move through 1 square of obstruction freely (cannot cross chasms)

2000

62

Armor of Skaldor (Dwarf only)

+4 toughness, immune to breath weapons, 5+ dodge

1500

63

Armor of Meteoric Iron

+3 toughness, Cannot be removed or carried unworn

1000

64

Helm of Possession

+1 toughness, each turn the wearer can choose a monster and roll D6: on a 6: removes D6 attacks from the victim

1000

65

Armor of Dargan

+4 toughness, -1 to be hit by non magic weapons

2000

66

Gauntlets of Soul Rending

Allows extra attack before all other attacks at –1 to hit.  The first time a warrior kills a monster with these gauntlets in an adventure, roll D6: 4-6 = +1 wound permanently

800