The roleplay book introduced the Guildmasters, and offered four items and 6 runes for sale. This document suggests a few additions to the price-list that will be welcomed by those brave souls who dare the dungeons.
Equipment | Cost (Buy) | Stock |
Great Axe | 500 | 6 |
Dwarf Warhammer | 650 | 8 |
Pick-axe | 300 | 5 |
Dwarf Mail | 500 | 7 |
Dwarf Shield | 700 | 8 |
1D6 Cakes of Cram | 15 each | 4 |
This two-handed weapon is of superb manufacture. When used, you roll an extra
damage dice, discarding the one that scores the least. In addition, should the
extra dice score the same as another damage dice, add all the dice together (do
not discard one). However, if it is a double 1, you have stumbled, and your turn
is over.
A Great Axe may only be used by a Dwarf.
The two-handed version of the popular weapon is heavier, but deals a greater blow. In the same way as the Great Axe, you roll an extra dice, discarding the lowest, and adding them up on the roll of a double. However, if you score a natural 6 to hit, ignore the normal rules and simply roll another D6.
The Pickaxe is a useful tool that can be used equally usefully as a weapon. Designed to break through rocks, it ignores BL points of armour on a to hit roll of 6+. However, it is not designed to be used in battle, and is wielded at -2 to hit (-1 for dwarf)
Dwarf Mail is different to human Chainmail in that it is lighter and
typically better made. It gives a +1 Toughness bonus. If worn in addition to
furs, it incurs a -1 to hit penalty.
Dwarf Mail may only be worn by a Dwarf (for one thing, it wouldn't fit…)
This small buckler shield attaches to the forearm of the Dwarf and is useful
for fending off blows while using the traditional two-handed weapons of the
Dwarfs.
If used with a one-handed weapon, the shield gives a +1Toughness bonus, and once
per turn you may catch a blow on the shield. This means that the attacker rolls
an extra Damage Dice for the attack, and discards the highest one.
This shield may also be used with two-handed weapons, but if so the weapon
strikes at -1 Strength and -1 to hit. The Dwarf Shield gives a +1 Toughness
bonus in this case.
Only one Dwarf Shield may be used. Only a Dwarf may use a Dwarf Shield. Bows and
other shields cannot be used in conjunction with a Dwarf Shield, as usual.
The Dwarf equivalent to Waybread is not as tasty (or indeed, edible), but it
does keep forever. Each cake restores 1D3+1 wounds, but only ever goes off on a
score of double 1, 2 or 3 on 2D6 at the end of an adventure. Cram is far better
when properly chewed, and if a warrior does nothing except eat cram, each cake
restores 4 wounds.
Once you have rolled for stock, you must buy all of the available cakes, or be
thrown out for timewasting.
The Runesmith in the Roleplay book offered six runes. What follows is an expended table with several other runes to go on a dwarf's axe or hammer.
These can be found at any Runesmith's. They cost (1D6+2) x100 gold. However, if a warrior trusts his luck, he can pay a reduced price (1D6x100) and the Runesmith will inscribe a random rune. Roll a 'D26'. If you roll a rune that you can't have again (so another Magic Rune when you have one) simply re-roll.
Roll | Name of Rune | Effect of Rune |
11 | Magic Rune (Max 1) | Makes the Weapon Magical for the purposes of fighting Ethereal, Daemonic etc Monsters. |
12 | Rune of Smashing (No limit) | Ignores 1 point of Armour. |
13 | Death Rune (No limit) | Once per adventure, an extra 2D6 may be rolled for Damage. |
14 | Rune of Rage (No limit) | Once per adventure ignore rules for Initiative and Pinning and move directly to attack the largest monster, with double move rate. |
15 | Rune of Strength (Max 1) | Simply, this adds +1 to your Strength for the purposes of determining damage. |
16 | Rune of Toughness (Max 1) | Simply, this adds +1 to your Toughness for the purposes of resolving wounds. |
21 | Rune of Clarity (No limit) | Each Rune of Clarity allows an automatically successful to hit roll once per adventure. No Limit. |
22 | Rune of Breaking (Max 1) | If the warrior rolls a natural 6 to hit against a foe with magical armour then the rune destroys their armour. |
23 | Rune of Restoration (Max 2) | Restores 1 wound at the end of the turn if you are above 0 wounds |
24 | Rune of Destruction (No limit) | Allows the wielder of the weapon to double his attacks once per adventure. |
25 | Rune of Sure-Striking (Max 1) | This Rune allows you to re-roll the Damage Dice that scored the least, if you wish. |
26 | Rune of Recovery (Max 2) | This Rune gives you a chance to avoid the effects of poison or disease on a roll of 5+. A second rune makes this 4+. You still suffer wounds, if applicable, but not permanent loss of Toughness/Strength/Wounds etc. |
These runes are rarer than others, and require a stock roll to see if the Runesmith knows how to inscribe it. If it is available, it costs (1D3+4) x 100. Warriors will be thrown out for timewasting…
Stock Roll | Name of Rune | Effect of Rune | ||||||||||||
11 | Spelleater Rune (Max 4) | Magic Resistance 6+. Each additional rune adds +1, up to Magic Resistance 3+, but each rune is at +1 Stock (so the second application is at Stock 12, etc). | ||||||||||||
10 | Rune of Smiting (Max 1) | On a natural to hit roll of 6, this weapon does an extra Damage Dice. | ||||||||||||
9 | Bane Rune (Max 1) | Select one race below. This weapon does double damage against all
members of this race. See Notes, below. Some selections have a higher
Stock Roll.
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9 | Rune of Striking (Max 1) | With this weapon, the wielder has +1 Weapon Skill. | ||||||||||||
9 | Rune of Fury (Max 1) | With this weapon, the wielder has +1 Attack. | ||||||||||||
10 | Berserk Rune (Max 1) | If the Warrior has the berserk or frenzy skill he may add +1 to his roll, though a natural 1 is still a 1. | ||||||||||||
12 | Guided Hand Rune (Max 1) | The Warrior may reroll one attack per turn made with this weapon. | ||||||||||||
8 | Rune of Wrath (Max 1) | This rune grants extra attacks when the Rune of Rage is used (Common Runes). A Novice or Champion gets +1 Attack. A Hero gets +2. A Lord gets +3. This only works in the turn a Rune of Rage is used. | ||||||||||||
7 | Accuracy Rune (No limit) | Once per adventure this weapon only misses its targets on a roll of 1 to hit. | ||||||||||||
12 | Rune of Revitalisation (Max 1) | This rune restores the warrior to Starting Wounds a number of times per
adventure, even if on 0 Wounds.
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10 | Rune of Parrying (Max 2) | This weapon gives the wielder Parry 6+. A second rune will increase this to 5+ |
The Bane Rune has certain exceptions.
Magic Users- does not affect magic-using dragons, for example, or Daemons or
vampires, only specifically sorcerer-types like Necromancers, Shaman or Grey
Seers. It affects monsters that would avoid hand-to-hand combat.
Undead- this affects those who have been reanimated or summoned through
necromancy, not those who are technically alive. Because of this it doesn't
affect ghouls, necromancers or vampires.
Daemons- this affects all monsters with the Daemonic or Greater Daemon ability.
The presence of the weapon also adds +1 to Fear/Terror rolls against Daemonic/Greater
Daemonic beings.
Dragons- refers only to archetypal dragons, not hydras, wyvern, dragon ogres or
zombie dragons.
Chaos Dwarfs- In this case, the Great Taurus and Lammasu are included.
Beastmen- this rune also affects centaurs and Minotaurs
General- the Bane Rune will usually only work against members of the race, not
their hirelings. The Greenskin Rune, not the Chaos Dwarf rune, affects
hobgoblins, no matter who they are working for. Generally, one monster type will
only be affected by one type of rune, so Necromancers only count as Magic Users,
not Undead as well. If there is no clear route, use the category the monster is
listed under in the roleplay book.
A warrior may only ever have one Master Rune, no matter how many weapons they
have. It counts as 2 runes for the purposes of maximum rune allocation, and is
significantly more expensive than other runes. Each Master Rune is the crowning
glory of a weapon, and so the Runesmith will only consider offering to carve one
on the weapon of a mighty and renowned hero.
To see if you are eligible to receive a Master Rune, roll 1D6.
Initiate | Impossible |
Champion | 6+ |
Hero | 5+ |
Lord | 4+ |
On a successful roll, the Runesmith is prepared to offer you a Master Rune.
This rune will cost 1D6 x 500 gold. Roll to see which Master Rune the Runesmith
offers you.
Roll | Name of Master Rune | Effect of Master Rune |
1 | Rune of Death | This rune may be used once per adventure. You make a single attack as normal, and if it inflicts at least 1 Wound, the target is instantly slain. |
2 | Alaraic the Mad's Master Rune | Ignores Toughness and all but Magical Armour when rolling to determine damage. |
3 | Skalf Blackhammer's Master Rune | Attacks made with this weapon negate all 'Ignore' and 'Dodge' style skills (where a roll of a certain number negates the hit, e.g. Dodge or Tattoos). In addition, Magical Armour worn by adjacent monsters has no additional effect beyond the basic Toughness Bonus. |
4 | Snorri Spanglehelm's Master Rune | Every Attack is at +1 to hit. Once per adventure, every attack in a turn automatically hits. |
5 | Master Rune of Groth One-Eye | The Wielder is immune to all Psychology, such as Fear, Terror and Greater Daemon Terror, as well as Monster effects like Aura of Slaanesh, Hypnotise, Vampiric Transfix, Paralyse, Petrify and the like. |
6 | Master Rune of… (Roll 1D3) | 1) Dragon Slaying. Affects Dragons 2) Daemon Slaying. Affects Daemons 3) Banishment. Affects Undead and Vampires. |
See the rules for Bane Runes. This Rune causes double damage against its specific foe, and against this monster it negates skills like Dodge, Ignore Blow etc. If the weapon also has a Bane Rune against this type of foe, the weapon does quadruple damage!