Warhammer Quest Treasures
Warhammer Quest Treasures
Warhammer Quest Treasures
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.
1D6
1-2
3-4
5-6
1D6
1-3
4-6
1D6
1
2
3
4
5
6
2D6
2-5
6-8
9-12
1D6
1-3
4-6
NAME
Map
12
Potion of Alchemy
13
Hidden Alcove
14
Pearl Necklace
15
16
21
22
23
24
Holy Artefact
25
26
31
Wines of Bretonnia
Ulathan Wine
Tankard
32
Dwarf Pick
33
Precious Icon
34
Abandoned Backpack
35
DESCRIPTION
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 monsters loot.
Worth D6x40 gold to alchemist, if an alchemist
is in the party, can be used to make potion of
choice.
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!
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
A rare delicacy
Expensive spices and goods from afar worth
D3x100 gold
Odd and unusable, but fascinating
D6 pieces of clothing fit for a king
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!
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.
Noble wine worth D6x100 gold
Fine elven wine worth D6x125 gold
A Dwarven Tankard that no dwarf would ever
part with
Can clear away debris and rubble in D6 turns,
but after each successful use, roll a D6: 1 = the
pick breaks and is destroyed.
Worth D6x200 gold to elders in a Village (not a
town of city)
D3 treasure items in the pack, but what
happened to the warrior wearing it?
A bottle heals D3 wounds, but makes the
Warrior -1 to hit for D3 turns. D6 bottles are
found worth 100 Gold
COST
--
D6x40
Var
Var
50
var
175
25@
1000
var
Var
Var
20
125
Var
Var
var
36
Silks of Cathay
41
Provisions
42
Bandages
43
Tapestries of Bretonia
44
Jewelry
45
Dinner Wear
46
Ceremonial Armor
51
52
53
Incense of Araby
54
Ingots of Iron
55
Ingots of Silver
56
Ingots of Gold
61
Musical Instruments
62
Books
63
Uncut Gems
64
Keys
65
Bugmans Beer
66
Treasure Map
Var
0
Var
Var
Var
150
Var
Var
Var
Var
Var
Var
Var
300
var
50
var
Var
NAME
Madcap Potion
12
Skalm
13
Potion of Knowledge
14
15
16
Potion of Healing
Healing Balm
Potion of Levitation
21
Magic Potion
22
23
24
Salve of Strength
Potion of Strength
Holy Water
25
Potion of Flying
26
31
32
Incense of Healing
33
Potion of Pain
34
35
Potion of Battle
Potion of Weapon Mastery
36
Undead Bane
41
Chaos Bane
42
43
Potion of Toughness
Potion of Instability
44
Potion of Keensight
45
Bugmans XXXXXX
DESCRIPTION
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.
Roll a D6 when drank: 1 = does 1D6 wounds
with no modifiers, 2-6 = Heals all wounds
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.
Heals D6 wounds
Heals all wounds lost
Lasts one turn. Ignore pits, chasms etc, all
attacks are 1 to hit drinker.
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
Gives +1 Strength for D6 turns
Gives D6 Strength for one turn
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.
For one turn, can move D6+2 squares, fly over
all obstacles, and cannot be pinned.
+1 to hit per Battle-Level for one turn
Can ignore one blow that would otherwise kill
him
When opened, heals every warrior on the
same board section 2D6 wounds and is
expended.
Heals 2D6 wounds and allows drinker to ignore
one blow that would otherwise kill him
+1 attack for one turn
+2 to hit and damage is +2D6 wounds for one
turn
Enough for 1 weapon for 1 turn, causes an
additional 1 wound per Battle-Level damage to
undead
Enough for 1 weapon for 1 turn, causes an
additional 1 wound per Battle-Level damage to
Chaos creatures
+1 toughness until end of turn
For one turn, cannot be pinned, cast spells,
attack, be attacked, or be the target of any
traps, magic, etc.
For one turn, may make as many bow attacks
as the drinker has attacks
4 doses: heals D6 wounds, but is 3 to hit next
D3 turns, each use reduces gold value 50 gp
COST
100
50
200
75
200
250
60
100
150
250
150
500
300
200
300
75
150
50
200
75
200
250
200
46
Potion of Invisibility
51
Potion of Disguise
52
Arkals Powder
53
Healing Herbs
54
Poison
55
Potion of Erupting
56
Firebomb
61
Flash Powder
62
Acid
63
Potion of Power
64
Blade Wash
65
Potion of Curing
66
Potion of Fortitude
200
100
100
300
150
75
100
75
50
50
100
200
100
NAME
Master Rune of Gomril
Master Rune of Adamant
13
Rune of Fortitude
14
15
16
Rune of Iron
Spelleater Rune
Rune of Spell Eating
21
22
23
24
Rune of Slowness
25
Rune of Fortune
26
Icon of Determination
31
Silver Stone
32
Orb of Might
33
Glowstone
34
35
Quake Scroll
36
41
42
43
Runestone of Death
44
Runestone of Slaying
45
Runestone of Magic
DESCRIPTION
Bonds to Armor. +2 toughness
Bonds to Armor. 6+ Ignore Pain against non
magic weapons.
Bonds to Armor. Gives +1D6 starting wounds
at the beginning of each adventure, only while
armor is worn
Bonds to Armor. +1 toughness
Bonds to Armor. Gives Magic Resistance 5+
Bonds to Armor. Absorbs and negates D3
spells targeting the wearer each adventure
Bonds to Weapon. All Warriors on the tile gain
+3 to Fear and Terror tests.
Bonds to Armor. Immune to Psychology
Bonds to Weapon. Causes all monsters to
make a fear check of 6+ (on Dungeon Level
+D6)
Bonds to Armor. All monsters on the tile move
at 1 move.
Bonds to Weapon. Re roll any one missed
attack per turn, must take the second result.
Bonds to a Shield. Once per adventure, the
warrior can take all of one attack on his shield,
ignoring the blow.
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
Has D6 POW stored in it for use in casting
spells, cannot be recharged
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
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)
Causes a 2x2 square area to cave in. Any
model in that area suffers 2D6 wounds with no
modifiers
Gives the warrior +2 attacks this turn
Kills any single undead model of up to 400 gold
value on a D6 roll of 4-6
Kills any single chaos model of up to 400 gold
value on a D6 roll of 4-6
Bonded to a weapon. Once per adventure roll
+2D6 damage for the weapon.
Bonded to a weapon. One attack per
adventure damage is doubled before Strength.
Bonded to a weapon. Makes the weapon
treated as magical permanently
COST
300
200
300
200
400
300
500
400
500
450
450
300
250
50/
charge
400
350
200
200
150
150
250
300
25
46
Rune of Destruction
51
52
53
54
55
56
61
Rune of Smiting
62
63
64
Rune of Breaking
65
Rune of Parrying
66
400
500
500
750
500
350
500
500
500
500
450
500
450
NAME
Boots of Swiftness
Boots of Flight
13
Cloak of Stealth
14
Wizards Staff
15
Horn of Resilience
16
Horn of Shielding
21
Talon of Death
22
Icon of Agility
23
24
Icon of Combat
25
Light of Courage
26
Orb of Power
31
Orb of Sigmar
32
Lucky Talisman
33
Talisman of Alcadizzar
34
Lifestealer Talisman
35
36
DESCRIPTION
+1 move
For one full adventure, makes wearer hover,
and ignore chasms, pits, etc.
Can break from pinning automatically once per
adventure
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.
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.
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.
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).
Gives +1 to escape from pinning, once per
turn.
Once per adventure, heals bearer to full
Starting Wounds.
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 Monsters Strength, if it is
greater, the monster is shoved back, and the
warrior takes his place.
Allows the bearer to see as if he had a lantern,
lasts one adventure
Has D6 POW stored in it for spell casting. Can
be recharged at the Font of Power.
Once per adventure, negates necromantic
magic on the same board section for D6 turns
Once per adventure, makes an attack
automatically hit.
Gives 5+ Magic Resistance to necromantic
magic cast at the bearer.
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.
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.
Once per adventure, add +1D6 toughness for a
turn.
COST
500
750
100
500
350
500
500
200
200
150
300
500
400
150
500
450
500
500
41
Talisman of Jet
42
43
44
45
Deathstone
46
51
52
Luckstone of Anurandel
Stone of Bravery
Blessed Gem
53
54
55
Chalice of Fate
56
Goblet of Vitality
61
Backpack
62
63
Bracelet of Transformation
64
Lifestone
65
Circlet of Wrath
66
Gauntlet of Damzhar
600
500
500
500
150
150
250
350
250
300
200
200
150
50
350
500
400
500
JEWELRY
This consists of various rings, pendants, and other enchanted piece of jewelry and baubles that
can be worn.
ROLL
11
NAME
Band of Magic
12
Stone of Transmutation
13
Amulet of Power
14
Amulet of Fury
15
Bracelet of Saphery
16
Ring of Regeneration
21
Crown of Thoughts
22
23
Ring of Seeking
24
25
26
31
Amulet of Vindication
Protection Ring
Braces of Warding
32
Amulet of Charadris
33
34
Spell Ring
35
36
Crown of Madness
Ring of Power
DESCRIPTION
Randomly select two attack spells that are
stored in the band. Each one can be cast
automatically then the band is destroyed
Roll a D6 and add Battle-Level, if this is greater
than the monsters current wounds, it is turned
to stone and killed. Works once.
Each Warriors phase the wearer may roll a D6:
1 = amulet explodes doing 1D6 with no mods
to wearer, 2-6 = +2 Strength.
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
Randomly select one spell when found, once
per adventure this spell can be cast for free by
the bracelet.
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.
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.
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.
Roll a D6 to avoid a trap: 1-3 = no effect, 4-6
trap is magically disarmed and has no effect
Once per adventure, gives the warriors an
extra warriors phase at the end of the one it is
used on.
Gives Magic Resistance 6+
+1 Toughness while worn
+1 Toughness while worn, up to two can be
worn at once
Undead monsters regenerate at half the
normal rate (round down) while adjacent to the
wearer
You may re-roll an event if you dont like the
one, but must take the second result.
Randomly determine a spell each adventure,
the ring can cast this spell for free once per
adventure.
+1 to all psychology tests while worn
Choose one characteristic, this is +1 while the
ring is worn. The one chosen cannot be
changed.
COST
500
200
350
200
750
650
800
1000
500
200
500
300
300
200
500
250
500
41
42
43
Invisibility Ring
44
Black Amulet
45
Jade Amulet
46
51
52
Amber Amulet
Amulet of Fire
Tress of Isoulde
53
Collar of Zorga
54
55
Bauble of Anurandel
Gems of Life
56
Belt of Gagron
61
62
63
Bracelet of Ashain
Energy Jewel
64
65
Crown of Night
Ring of Dadaan
66
Charm of Learning
450
500
175
300
250
500
450
500
500
250
700
500
200
350
200
300
200
100
NAME
Armor of Brilliance
Armor of Protection
Dragon Shield
14
15
Chaos Armor
Chaos Runeshield
16
Spellshield
21
Bane Shield
22
Charmed Shield
23
Magic Warpaint
24
25
Armor of Fortune
26
Shield of Deliverance
31
Helm of Alcadizzar
32
Elf Shield
33
Cloak of Lorien
34
Kingshield of Tilea
35
Fur Cloak
36
Boots of Quargskin
41
Cloak of Deception
42
Boots of Battle
43
Bladed Boots
44
45
Vambraces of Lightning
Boots of Leaping
46
51
52
Cloak of Warding
Helmet of Farseeing
Boots of Tzchak
DESCRIPTION
3 DEF, -1 to be hit
3 DEF, 5+ dodge
Once per adventure, the bearer is immune to
any one attack
3 DEF, can cast spells with it on
1 armor, negates all magic items used adjacent
(except self and chaos armor) including wearer
2 armor, 4+ magic resistance. If the spell is
resisted, it reflects and affects the caster.
1 armor, 5+ dodge. Any attack dodged reflects
on the attacker
2 armor, removes 1 attack from the monster
attacking wielder
1 adventures worth. 2 armor vs missiles, 3 vs
hand to hand, can use magic with it on but
cannot be combined with armor
Choose one attack per turn, if it hits, an
additional bite attack of D6 wounds that always
hits, with no modifiers.
Absorbs 30 wounds, which never affect the
wearer until the 30 is reached. The armor then
explodes, taking the wearer to 0 wounds.
Can totally absorb two blows, then is
destroyed.
Acts as a lantern, gives +1 toughness, and all
undead are 1 to hit the wearer.
Ignore the first blow each turn (unless the
attack was a natural 6 to hit)
Ignore the first wound caused by each attack.
Roll a D6 each time it protects, a 1 = cloak is
destroyed
+1 toughness, once per adventure negates any
one blow.
+1 toughness, roll a D6 each time it protects:
1-3 = destroyed.
1x per adventure can double movement
(cannot be sold)
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.
Gives an additional kick attack of 1 to hit, +1
STR
Gives an additional kick attack of 1 to hit, +1
STR
Gives 4+ dodge versus missile weapons
Leap 1 square in any direction, ignoring any
obstacles, but still counting as 1 move, can
only be used once per turn.
1 armor, can cast spells with this on
+1 toughness, can see as if he had the lantern
+1 move, ignore movement penalties of armor
COST
400
500
300
500
200
400
300
300
200
250
500
500
450
500
75
200
75
0
350
200
200
250
400
200
800
100
53
54
Cloak of Shadows
55
Elf Helm
56
Belt of Blocking
61
62
Bohemonds Shield
63
Grail Shield
64
Enchanted Shield
65
Pelt of Charandis
66
Helm of Yvresse
400
400
750
500
500
500
300
450
450
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
11
12
13
14
15
16
21
NAME
Sword of Defiance
Sword of Ensorcelled Iron
Biting Blade
Blade of Leaping Copper
Death Sword
Sword of Stone
Blade of Couronne
22
23
24
25
Blade of Slicing
Giant Blade
Blessed Sword
Venom Sword
26
Wall of Steel
31
32
Enchanted Greatsword
Wyvern Blade
33
34
35
Sword of Fortitude
Sword of Justice
36
Weeping Blade
41
42
Chaos Runeblade
Warrior Bane
43
44
Banisher Sword
Blood Drinker
45
Deathsword
46
Soul Blade
51
Parrying Blade
DESCRIPTION
+3 toughness when wielded
+1 to hit
Ignores 1 point of armor
+1 attack
+3 STR
+2 Toughness
Each undead monster adjacent to the wielder
takes 1 wound, no mods, cannot be
regenerated at end of turn.
+2 wounds on successful hit
+2 STR
Raises Weapon Skill to 10
Wounds that make it through defenses are
doubled
In a corridor or doorway, no monsters may
pass the warrior wielding this sword, even if
they are flying.
2-Handed weapon, +4 STR, -1 initiative.
Each hit does 2 Hits, roll damage for each
separately.
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.
Immune to psychology
Ignores non magic armor, re roll any miss,
must take the second roll
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
+1D6 damage, ignores non magic armor
Each successful damaging attack causes 1
attack on the model
Vs undead: does +1D6 and ignores armor
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.
Once per adventure: Increase STR to 10 for
one turn
Each successful wounding hit reduces the
models toughness by 1, any model at 0
toughness dies.
Once per turn, can roll D6: 1-3 = no effect, 4-6
attack is parried and has no effect
COST
600
150
150
300
500
500
300
300
400
500
400
200
400
500
450
300
750
700
400
350
300
750
250
450
400
52
Dark Sword
53
54
55
56
Sword of Might
Relic Blade
Blessed Sword
Bone Blade
61
Obsidian Blade
62
63
64
65
66
400
DESCRIPTION
+1D6 damage
+2 STR (+3 STR for Dwarf)
Roll 2D6 and choose the best for wounds, vs
undead is +1 to hit, cannot be added to with
runes
Steals D6 POW from any spell caster it hits, if it
hits, that spell caster cannot use any magic
until the end of turn
+2 STR, ignores armor, does double damage
to mummies
+2 attacks
Once per battle: all models adjacent take the
damage of the mace, with no armor
+1 attack, hits automatically, does D6 wounds,
no STR
One use. +1 STR bow attack, does 2D6 hits of
the bows damage
2D6 arrows. Re-Roll any miss once, take the
second result
3D6 arrows. +2 Ballistic Skill, ignores 1 point
of armor, +1 damage.
STR 4 bow, +2 to hit
Once per adventure, can attack at BS 3+, and
does 3D6 with a hit
D6+6 weapon, range 6 squares, takes 1 turn to
reload. Enough shot for one adventure
+3 wounds each hit
+1 to hit
Enough for one adventure. On a successful
hit: D6, 1-4 = normal effect, 5-6 = ignores
armor
1D6 arrows. +3 wounds
COST
200
400
750
150
400
300
400
450
150
25
500
250
100
OTHER WEAPONS
ROLL
11
12
13
NAME
Axe of Slaughter
Ogre Slayer
Axe of Khemri
14
Destroyer Staff
15
16
21
Hell Mace
Dark Mace of Death
22
23
24
25
Arrows of Loren
26
31
Surefire Bow
Spear
32
33
34
35
Bow of Tiranoc
Eltharions bow
Arrows of Piercing
36
Arrows of Death
300
500
250
300
350
150
75@
100@
900
100
1000
300
200
300
100@
41
42
43
44
Magical Quiver
45
Javelin
46
Arrow of Fire
51
52
Crossbow of Swiftness
Lightning Bolts
53
Skavenblade (dagger)
54
Throwing Hammer
55
Repeater Crossbow
56
Halberd of Pain
61
62
Arrows of Piercing
63
Flail of Smiting
64
Fire Arrows
65
66
Razor Arrows
Elven Bow
100@
250
500
25
100
300
750
100@
300
300
500
200
300
300
400
100@
100@
750
NAME
Lifestone of Ashraz
12
13
Warningstone of Asuryan
Warpjump Spell Jewel
14
Wand of Jade
15
Wand of Diabolum
16
Sceptre of Zandri
21
Horn of Vengeance
22
Chalice of Battle
23
Firestorm Icon
24
Horn of Defiance
25
A set of Gauntlets of
Damzhar
26
Chalice of Sorcery
DESCRIPTION
As long as the bearer is above 0 wounds, the
lifestone heals D3 wounds at the beginning of
each turn.
Negates ambush on a roll of 6, once per event.
The jewels bearer and all adjacent Warriors
are transported to any place in the dungeon
that they have been to before, once per
adventure.
Has 2D6 charges when found. Each charge
increases the effect (not success chance) of a
spell by +2.
All spells cast with this wand are at 1 Casting
number.
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.
Once per adventure, roll a D6 for every
monster on the tile. If the roll is a natural 6 or
is greater than the monsters 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.
Once per adventure, the warrior gains one turn
of +1 Attack, +1 to hit, and +1 Strength.
Once per adventure, does 6D6 with no
modifiers of any kind to all models in a 2x2
square area in line of sight.
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.
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.
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.
COST
1500
1100
750
600
500
1000
1000
1000
2000
750
1000
700
31
32
33
Brooch of Power
34
Dawnstone
35
Crown of Sorcery
36
Talisman of Obsidian
41
Tablet of Adain
42
Staff of Command
43
Ring of Cheshnakk
44
45
46
51
Staff of Lightning
600
1000
1000
500
1000
500
1000
900
1000
800
750
800
800
52
Staff of Osiris
53
54
Skull Staff
55
Rod of Power
56
Forbidden Rod
61
Horn of Panic
62
Staff of Cyeos
63
Shadow Crown
64
Rune Staff
65
Cape of Cornwall
66
800
300/
charge
2000
1500
1500
2000
1000
1000
800
750
200/
spell
NAME
Sword of Hoeth
12
Hellfire Sword
13
Bane Sword
14
Sword of Vengeance
15
Sword of Heroes
16
21
22
Dragon Sword
23
Hammer of Spite
24
Axe of Slaying
25
Axe of Blood
26
Hammer of Sigmar
31
Rending Sword
32
Sword of Destruction
33
Gomril Blade
34
35
DESCRIPTION
When used, roll D6: 1 = trip, lose all attacks
this turn, 2-4 = as normal, 5-6 = double attacks
On a natural roll of 6, does (D6+1 per BL)
damage to all adjacent models with no
modifiers for toughness or armor
Randomly determine a monster type (dragon,
goblin, dark elf, etc) for the dungeon level. The
sword does x2 damage against such monsters
Ignores Toughness and all except magic armor,
can re-roll one miss per turn (must take the
second result)
Does +3D6 wounds against creatures with 6 or
more toughness
+3 attacks
In addition to normal attacks, roll a D6 for each
adjacent model, for each 6, the sword hits that
model as normal
Can only be drawn by 4th level or higher, on a
successful roll of 5 or 6 to hit, does double
damage
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.
One turn per adventure: automatically hits
target, roll a D6, damage is equal to the
number rolled in D6 (+ STR).
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.
Ignores all but magical armor, if a roll to hit is a
natural 6, damage is 4x
+2D6 damage, on a 5 or 6 to hit, ignores 2
points of any armor
Nullifies all magic in adjacent squares and for
wielder, including items. Causes +1 wounds
and gives 6+ Magic Dispel
2-Handed Axe. Ignores all but magic armor,
does double damage on a successful hit.
Cannot be used by anyone below 3rd level.
+2 attacks
May only make 1 attack per turn. Once per
adventure, if it causes one wound, Frostblade
slays the foe utterly, causes deathblows
COST
750
1500
500
1000
900
1000
600
1200
600
500
1000
2000
1200
750
1200
450
750
36
Fell Blade
41
Blade of Cocacila
42
Sword of Teclis
43
44
Gotreks Axe
45
46
Bow of Loren
51
52
53
Executioners Axe
54
55
56
Armor of Taakan
61
Shadow Armor
62
63
64
Helm of Possession
65
Armor of Dargan
66
1500
2000
1500
1500
1500
2000
2000
1000
1250
2000
2000
1000
1500
2000
1500
1000
1000
2000
800