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