Treasure finds in dungeons
V1.01

By Christian Brakenhoff

 

Dungeon rooms (roll 1d6).

Roll once for any dungeon room encounter.

1-2 Gold.
Roll as many d6 as you want. As long as you don’t roll any 1’s, you find that amount *10*(your battle level) gold.
2-3 Weapon
5-6 Item/armor

 

Objective rooms (roll 1d6).

Roll once for each warrior for any objective room encounter.

1 Special item
Roll 1d6 on a 1-3 generate a special armor, on a 4-6 a special weapon.
2 Special item. 
Roll 1d6 on a 1-3 generate a special armor, on a 4-6 a special weapon.
3 Special item and gold. 
Generate special items as above. In addition, you may roll as many dice as you like. As long as you don’t roll any 1’s, you find that amount *(your battle level)*25 gold.
4 Special item and gold. 
Generate special items as above. In addition, you may roll as many dice as you like. As long as you don’t roll any 1’s, you find that amount *(your battle level)*25 gold.
5 Unique item. 
Generate a unique item
6 Unique item and gold. 
Generate a unique item and generate gold as above.

 

Weapons

1-4 Normal weapon
5-6 Roll another d6. On a 1-5 you get a magic weapon, on a 6 you get a special weapon

 

Normal weapon table (d66)

These weapons are in every way the same as the weapons found in the roleplay book. missile weapons (bows, crossbows, pistols, muskets) come without ammunition (arrows, bolts, gunpowder&shot)

11 Dagger
12 Knife
13 Sword
14 Longsword
15 Great sword
16 Broad sword
21 Axe
22 Battle-axe
23 Throwing axe
24 Spear
25 Mace
26 Warhammer
31 Throwing stars
32 Flail
33 Knuckle duster
34 Halberd
35 Short bow
36 Long Bow
41 Dagger
42 Spear
43 Throwing axe
44 Longsword
45 Great sword
46 Broad sword
51 Mace
52 Flail
53 Knuckle duster
54 Warhammer
55 Throwing stars
56 Short bow
61 Long bow
62 Halberd
63 Pistol crossbow
64 Crossbow
65 Brace of pistols
66 Musket

 

magic weapon

Roll d6

1 Sword
As normal weapon
2 Axe
As normal weapon
3 Halberd 
S as bearer, fight in ranks
4 Battle-axe
+1 S, double handed
5 Bow
S2, as many attacks as your warrior has attacks, 12 squares range
6 Crossbow 
S4, 1 attack, 15 squares range

Roll 1d6

1-2 Roll once on prefix table
3-4 Roll once roll on suffix table
5-6 Roll once on each table

Most entries on the tables have three levels, each level having stronger abilities. if you are a novice/champion (level 1-4) , you will find only level 1 items. if you are a hero(level 5-8), you will find only level 2 items. if you are a lord (level 9-10) you will find only level 3 items. you can only use items you can find. (a champion or novice cannot use level two or three items, a hero cannot use level 3 items)

Prefix table (d66)

 

Prefix 

Effect

Level 1

Level 2

Level 3

11

Flaming 

Extra damage 

1d6 

2d6 

3d6

12 

Freezing 

Target hit loses attacks 

-1 A 

-2 A 

-3 A

13 Mighty  Extra strength  +2 S  +4 S  +6 S

14 

Dancing 

Extra attacks attacks 

+1 A 

+2 A 

+3 A

15 

Accurate 

ToHit bonus 

+1 ToHit 

+1 ToHit 

+2 ToHit

16 

Lucky 

Reroll dice (you may reroll missed to hit rolls, a dice can be rerolled only once)

1 ToHit/turn 

2 ToHit/turn 

All missing attacks

21 

Deflecting 

Parry in HtH 

6+ parry 

5+ parry 

4+ parry

22 

Avoiding 

Parry missiles 

6+ parry 

5+ parry 

4+ parry

23 

Amber 

Magic resistance

6+ 

5+ 

4+

24 

Draining 

Whenever you kill a monster, you heal your battle level wounds      

25 

Courageous 

Bonus to fear/terror 

+1 

+2 

+3

26 

Glimmering 

Weapon acts as lantern

     

31 

Edged 

Roll an extra D6 for damage and discard the lowest

     

32 

Poisoned 

At the beginning of your next turn deals additional (unmodified damage) 

1D3/

1D6/

2D6

33 

Berserker's 

Gain berserk or bonus 6

+/+1 

5+/+2 

5+/+3

34 

Gromril 

Ignores armour 

2 points 

4 points 

6 points

35 

Inspiring 

Fear/terror bonus for whole party 

+1 

+2 

+3

36 

Soothing 

Regenerate wounds 

1D3 

1D6

41 

Singing 

Initiative bonus 

+2 

+3 

+4

42 

Confusing 

Enemy gets –1 to hit in hand to hand combat      

43 

Disturbing 

At the beginning of your turn, roll a d6.  On a X+ (see level tables) no magic may be cast by models adjacent to you.

On a 6+ 5+ /4+ 

44 

Arcane

Whenever a spell is cast at you by an opponent, you heal 

d3/

d6

/2d3 wounds

45 

Thrown/hitting 

If the weapon is a hand-to-hand weapon, it can be throw just like a throwing axe (use BS to determine if you hit, it can be recovered at the end of combat). If this weapon is a missile weapon, it can be used in hand-to- hand combat (no arrows used, roll to hit as normal using WS of you and your opponent).

     

46 

Chain lightning 

When you kill a monster, any excess damage is transferred to another monster in base Contact with the slain one. This damage is only modified for toughness.

     

51 

King’s 

Extra attack&strength  +1A, +1Str  +1A, +2Str  +2A, +3Str

52 

Vicious 

Extra 1/2/3 weapons skill, and ignores 1/2/3 armor      

53 

Flashing 

Once/twice/thrice per adventure all warriors get double attacks      

54 

Thundering 

When you hit a monster, all adjacent monsters are allso hit if you roll a 

6+/

5+/

5+ to hit.

55 

Valorous 

Bonus on fear/terror 

+2/+1 

+2/+2 

+3/+2

56 

Fanatic’s 

Once per turn, you may make one attack on all monsters in base contact. this attack ignores two/four/all armor. if you use this weapon, you may not make normal attacks.

     

61 

Hero’s 

You get +1 on all fear, terror, to wound and to hit rolls

     

62 

Legendary 

You get +1 on all non-combat, non-spellcasting dice rolls.

     

63 

Discouraging 

Monsters wounded get –1 to hit.

     

64 

Black 

You gain the ability to cast direct damage spells. At the beginning of the adventure, roll Xd6 (see level table). You may choose one spell of that power and cast it on a d6 roll of 6+ each turn.

 1d6 1d6+2 2d6

65 

White 

You gain the ability to cast healing spells. At the beginning of the adventure, roll Xd6 (see level table). You may choose one spell of that power and cast it on a d6 roll of 6+ each turn.

1d6 1d6+2 2d6

66 

Chaotic 

At the start of the turn if you want to use this weapon, roll a d6.

1: +2/+3/+4 strength.
2: +1/+2/+3 toughness.
3: +1/+2/+2 to hit.
4: +1/+2/+3 attacks
5: dodge 6+/5+/4+
6: frenzy, hatred vs everything, magic resistance 5+/4+/3+
once you roll the dice, you must use the weapon for the entire turn, and may not use another.

     

Suffix

 

Suffix

Effect 

Level 1 

Level 2 

Level 3

11

of strength 

Extra strength 

+2 S 

+4 S 

+6 S

12

of speed 

Extra attacks attacks 

+1 A 

+2 A 

+3 A

13

of accuracy 

ToHit bonus 

+1 ToHit 

+1 ToHit 

+2 ToHit

14

of deflection 

you can parry in HtH 

6+ parry 

5+ parry 

4+ parry

15

of avoidance 

you can parry missiles 

6+ parry 

5+ parry 

4+ parry

16

of luck 

Reroll dice (you may reroll missed to hit rolls, a dice can be rerolled only once)

1 ToHit/turn 

2 ToHit/turn 

All missing attacks 

21

of fate 

Extra luck 

+1 luck 

+2 luck 

+3 luck

22

of courage 

Fear/terror bonus 

+1 

+2 

+3

23

of light 

Weapon acts as lantern

     

24

of the cat. 

Initiative bonus   

+2 +3 +4

25

of distance 

You may fight in ranks while using this weapon. Halberds gain +1 rank (so you can attack with 2 squares between you and your target). Missile weapons double in range.

     

26

of magic 

Whenever a wizard kills a foe with this blade, he gains one/two/three power useable in the next turn.

     

31

of banishment

Extra dam. Vs undead 

+2d6 

+3d6 

+4d6

32

of slaying 

Do double damage 

on a 6+ ToHit 

on a 5+ ToHit 

on a 4+ToHit

33 of weakness Target hit loses Str.  2 3 4

34

of stone

You gain toughness 

3

35

of the assassin

You gain assassinate

6+

5+

4+

36

of the ages

Monsters wounded lose one damage die, down to a minimum of one.

     

41

of stupidity

Monsters wounded lose one magic level. (so chaos magic 2 would become chaos magic 1)

     

42

of simplicity

Monsters wounded lose one random special ability (spellcasting excluded).

     

43

of destruction

Monsters wounded lose one random magic

item weapon armor

44

of the vampire

Gain life for damage for every X (see level tables) wounds you deal (substract armor/toughness first) you gain 1 life

4

3

45

of the bear.

The monster hit moves back one/two/three square(s).

1 square 2 squares 3 squares

46

of damaging

Monsters wounded lose X (see level tables) points of armor

2

4

51

of biting monsters

Wounded lose X (see level tables) points of tougness

1

2

52

of the king

Extra attack&strength 

+1A, +1Str 

+1A, +2Str 

+2A, +3Str

53

of viciousness

Extra X (see level tables) weapons skill, and ignores X (see level tables) armor

1 2 3

54

of blasting

Can shoot a magical bolt that does X (see level tables) unmodified damage once/twice/thrice per adventure.

1d6 2d6 3d6

55

of flash

X (see level tables) per adventure all warriors get double attacks

Once Twice Thrice

56

of thunder

When you hit a monster, all adjacent monsters are allso hit if you roll a X (see level tables) to hit.

6+ 5+ 5+

61

of heroism

You get +1 on all fear, terror, to wound and to hit rolls.

     

62

of the hart

Monsters wounded get –1 to hit.

     

63

of greatness

You get +1 on all non-combat, non-spellcasting dice rolls.

     

64

of chaos

At the start of the turn if you want to use this weapon, roll a d6.

1 +2/+3/+4 strength.
2 +1/+2/+3 toughness.
3 +1/+2/+2 to hit.
4 +1/+2/+3 attacks
5 Dodge 6+/5+/5+
6 Frenzy, hatred vs everything, magic resistance 5+/4+/4+ once you roll the dice, you must use the weapon for the entire turn.
     

65

of frenzy 

You gain frenzy 6+ 5+ 5+

66

of stealth 

You may use the “play dead” skill two/three/four times per dungeon.      

 

special magic weapons

for special magic weapons, roll 1d3 times on the prefix and 1d3 times on the suffix table. When the weapon is created, give it a suitable name.

 

items/armor

roll 1d6. 
On a 1-4 roll on the normal items/armor table, on a 5 roll on the magic items table, on a 6 roll another d6. On a 1-4 roll on the magic armor table, on a 5-6 generate a special armor

Normal items/armor (d66)

these are in every way the same as the items found in the equipment tables in the roleplay book

11

Rope

12 

Bandage (1d6)

13 

Provision (1d6)

14 

Door spikes (1d6)

15 

Casks of beer (1d3)

16 

Fine robes

21 

Boots

22 

Trance stone

23 

Arrows (for one adventure)

24 

Bolts (for one adventure)

25 

Shot (for one adventure)

26 

Gunpowder (for one adventure)

31 

Fire arrows (1d6)

32 

Bandage (1d6)

33 

Provision (1d6)

34 

Casks of beer (1d3)

35 

Rope

36 

Trance stone

41 

Leather armor

42 

Furs

43 

Chainmail armor

44 

Light armor

45  Shield

46 

Great shield

51 

Leather helm

52  Open helmet

53

Warhelm

54

Light armor
If you are level 5+, you find heavy armor instead

55

Chainmail armor
If you are level 5+, you find plate armor instead

56

Furs

61

Chainmail armor

62

Shield

63

Open helmet

64

Great shield

65

Leather armor

66

Heavy armor

 

magical armor

Roll armor type

1

Helmet
1-4=1T
5-6=+2T

2

Shield 
1-4=1T
5-6=+2T

3

Light armor
+1d3 T

4

Medium armor 
+1d3+1 T
-1 move for non-barbarians, non-dwarfs, etc.

5

Heavy armor
+2d3 T, -1 M except for dwarf
Useable by warriors like barbarians, dwarfs, etc.

6

Special magic armor

 

Armor attributes table

prefix table (d66)

d66 Prefix  Effect  Level 1  Level 2  Level 3

11

Superior 

Extra toughness 

+1 

+2 

+3

12

Blinding 

Enemy tohit penalty 

-1 tohit 

-1 tohit 

-2 tohit

13

Quick 

Movement bonus 

+1 M 

+1 M 

+2 M

14

Sorceror's 

May be worn by wizards 

–1 power 

+0 power 

+1 power

15

Soothing 

Regenerates wounds 

1D3 

1D6

16

Ambush 

Wearer gains ambush 

5+ 

4+ 

3+

21

Deflecting 

If wearer is wounded in HtH combat, may counterattack once.      

22

Barbed 

Attacker takes damage 

1D3 unmod 

1D6 unmod 

2D6 unmod

23

Guiding 

WS bonus (max 10) 

+2 WS 

+4 WS 

+6 WS

24

Dodging 

Gain dodge 

6+ 

5+ 

5+

25

Glimmering 

Acs as a lantern      

26

Enchanted 

Luck bonus 

+1 

+2 

+3

31

Massive trade

M for T 

+2T/-1M 

+4T/-1M 

+6T/-1M

32

Dragonskin

Resistance to fire 

+4T vs fire 

+8T vs fire 

+15T vs fire

33

Shadow 

Enemy BS penalty 

-1 to hit 

-2 to hit 

-3 to hit

34

Speeding 

Movement bonus 

+1 move 

+2 move 

+3 move

35

Evading 

Escape pinning bonus 

+1 

+2 

+3

36

Flaming 

Strength Bonus 

+1 

+2 

+3

41

Superior 

Extra toughness 

+1 

+2 

+3

42

Blinding 

Enemy tohit penalty 

-1 tohit 

-1 tohit 

-2 tohit

43

Quick 

Movement bonus 

+1 M 

+1 M 

+2 M

44

Sorceror's 

May be worn by wizards 

–1 power 

+0 power 

+1 power

45

Soothing 

Regenerates wounds 

1D3 

1D6

46

Ambush 

Wearer gains ambush 

5+ 

4+ 

3+

51

Deflecting 

If wearer is wounded in HtH combat, may counterattack once.      

52

Barbed 

Attacker takes damage 

1D3 unmod 

1D6 unmod 

2D6 unmod

53

Guiding 

WS bonus (max 10) 

+2 WS 

+4 WS 

+6 WS

54

Dodging 

Gain dodge 

6+ 

5+ 

5+

55

Glimmering 

Acs as a lantern      

56

Enchanted 

Luck bonus 

+1 

+2 

+3

61

Massive 

Trade M for T 

+2T/-1M 

+4T/-1M 

+6T/-1M

62

Dragonskin 

Resistance to fire 

+4T vs fire 

+8T vs fire 

+15T vs fire

63

Shadow enemy 

BS penalty 

-1 to hit 

-2 to hit 

-3 to hit

64

Speeding 

Movement bonus 

+1 move 

+2 move 

+3 move

65

Evading 

Escape pinning bonus 

+1 

+2 

+3

66 Flaming  Strength Bonus  +1 

+2 

+3

Suffix table (d66)

  suffix 

effect 

level 1 

level 2 

level 3

11

of superiority 

Extra toughness 

+1 

+2 

+3

12

of resistance 

Magic resistance 

5+ 

4+ 

3+

13

of speed 

Movement bonus 

+1 move 

+1 move 

+2 move

14

of jumping

Gain the ability to jump one square as a part of your movement      

15

of the fox

Extra health points 

+1d6 

+2d6 

+3d6

16

of kicking

Gain an extra attack at –1 to hit and doing X (see level tables) extra damage (or bash attack with shield, headbutt with helmet, bodyslam with armor)

1d6/

2d6

3d6 

21

chaosbane

2+ resistance vs chaos&beastmen magic

     

22

undeadbane

2+ resistance vs necromantic magic

     

23

morkbane

2+ resistance vs orc&goblin magic

     

24

skavenbane

2+ resistance vs skaven magic

     

25

khainebane

2+ resistance vs dark elf magic

     

26

hashutbane

2+ resistance vs chaos dwarf magic

     

31

of pureblood       

Immunity against poison

     

32

of health

Immunity against plague

     

33

of saving

Dodge fatal damage 

5+ 

4+ 

3+

34

of distortion

Magic dispel 

6+ 

5+ 

4+

35

of flying 

Bearer can fly 

2 turns/adv. 

3 turns/adv. 

4 turns/adv.

36 of invisibility  Bearer can turn invisible X (see level tables) per adventure once twice twice 

41

of superiority 

Extra toughness 

+1 

+2 

+3

42

of resistance

Magic resistance 

5+

 4+ 

3+

43

of speed

Movement bonus 

+1 move 

+1 move 

+2 move

44

of jumping

Gain the ability to jump one square as a part of your movement      

45

of the fox

Extra health points 

+1d6 

+2d6 

+3d6

46

of kicking

Gain an extra attack at –1 to hit and doing X (see level tables) extra damage (or bash attack with shield, headbutt with helmet, bodyslam with armor)

1d6/

2d6/

3d6 

51

chaosbane

2+ resistance vs chaos&beastmen magic

     

52

undeadbane

2+ resistance vs necromantic magic

     

53

morkbane 

2+ resistance vs orc&goblin magic

     

54

skavenbane 

2+ resistance vs skaven magic

     

55

khainebane 

2+ resistance vs dark elf magic

     

56

hashutbane 

2+ resistance vs chaos dwarf magic

     

61

of pureblood

Immunity against poison

     

62

of health

Immunity against plague

     

63

of saving

Dodge fatal damage 

5+ 

4+ 

3+

64

of distortion

Magic dispel 

6+ 

5+ 

4+

65

of flying

Bearer can fly 

2 turns/adv. 

3 turns/adv. 

4 turns/adv.

66

of invisibility 

 per adventureBearer can turn invisible X (see level tables) 

once

twice twice

 

special magic armor table

for special magic armor, roll 1d3 times on the prefix table and 1d3 times on the suffix table. When the armor is created, give it a suitable name.

 

magic items table

all Potions/Salves&Scrolls are one use only.

All potions except healing potions must be used at the beginning of the turn, and rings and amulets cannot be swapped if you are in base to base combat with a monster.

11 Healing salve
Heal 1D6 wounds
12 Potion of partial invisibility 
Enemies are -2 to hit in hth and ballistic for one turn
13 Booster 
Gain 1D3+1 strength for one turn
14 Enchanting Potion 
You may cast one spell for free
15 Potion of ether. 
Go ethereal for one turn (cannot attack, be attacked, cast spells)
16 Hardening Potion
Gain 1D3+1 toughness for one turn
21 Minor healing potion 
heal 1D3 wounds per battle level
22 Potion of invisibility 
Go invisible for one turn (and cannot be targetet, etc.)
23 Ring of Toughness 
Get +3 Toughness one combat per adventure
24 Ring of Resistance 
Get magic resist +1, or 6+ if you have none.
25 Ring of speed 
Get +3 attacks one combat per adventure
26 Ring of invisibility 
Go invisible for 1 turn/adventure
31 Healing potion 
Heal 1D6 wounds per battle level
32 Arrows of Slaying 
These arrows do 1d6 extra damage, 1d6 found.
33 Potion of strength 
Gain 1 strength per 2 battle-levels for 1 turn. (1 on lvl 1-2. 2 on 3-4, etc.)
34 Potion of power 
Gain 3d6 power, usable this turn. If you do not cast a spell this turn you gain +1D6 power store this adventure.
35 Arrows of sure flight 
These arrows have +1 ToHit. 2d6 found.
36 Amulet of strength 
+1 S
41 Healing bowl 
all warriors regain all lost wounds. One use only.
42 Arrows of Slaying 
These arrows do 1d6 extra damage, 1d6 found.
43 FireBomb 
Exactly as those found in the roleplay book. 1d6 found
44 Potion of toughness
Gain 1 toughness per 2 battle levels for one turn. (1 on lvl 1-2. 2 on 3-4, etc.)
45 Seeker arrows (1D6) 
Arrows that hit automatically
46 Healing Salve 
Heal all warriors 2d6 wounds.
51 Cure potion 
Recover D3 wounds and recover one lost point of either strength or toughness.
52 Potion of extended invisibility 
Go invisible until you attack or cast a spell. (and cannot be targetet, etc.)
53 Stone Skin Potion
You lose all your movement except for one. Gain 2 toughness for each movement point lost. Each next turn, regain one movement and relose two toughness.
54 Ring of Strength
Gain 3 strength for one combat per adventure
55 Fireball ring 
Do 2d6 damage modified for Toughness only to a 2x2 square once per adventure
56 Chain Lightning ring 
Do 1d6 damage (unmod) to one target. Roll a dice, on a 3+, choose another target. Use once per adventure.
61 Rejuvenation potion 
Heal all wounds and gain 1D3 starting wounds.
62 Spell ring 
Contains one offensive spell with casting cost equal to your BL that may be cast once per adventure.
63 Behemoth Potion 
Gain 25 str for the duration of one turn.
64 Fireblast ring 
Do 2d6 damage modified for Toughness only to the four squares in front of you.
65 Firebomb 
Exactly as those found in the roleplay book. 1d6 found
66 Lightning ring 
Do 3d6 damage to one target once per adventure.

 

Unique weaponry.

There are two tables for unique weaponry. Novices and champions (level 1-4) roll on table 1, heroes and lords (level 5-10) roll on table 2.

There is a special rule regarding all unique weaponry. It’s unique, and as such only one of each can ever be found by any party.

Table 1

11-12 Ricardo’s Rapier.
The sword seems to dance in your hand, moving at an unimaginable speed to strike your opponent.
+1 to hit.
Whenever you hit with this sword you may strike again at the same target.
This sword causes no deathblows.
Each hit does 1d3 unmodified damage, but no strength is added to the hit.
13-14 

Sword of Suuchq’inta.
This sword howls with an unearthly shriek as it is wielded.
+2 str.
Whenever a monster is hit with this sword, roll a d6. On a 4+ the monster flees away from you. It may not do anything esle but flee for the coming turn. A fleeing monster will put as much distance between him and the warriors, but will stay within 2 board sections of them. When the monster is no longer fleeing, it attacks as normal. This does not work on heroes, lords, or sorcerors of any kind. This special ability does not work against daemons, undead or frenzied models.

15-16 Hunting Death
This long sword drains light from the surrounding area, and fills the room with a frightening atmosphere.
+3 strength, + 1d6 damage
+2 on all fear rolls, +1 on all terror rolls.
Monsters are –1 to hit you.Double handed, you cannot use a shield or another weapon when using this sword.
You are at –1 to hit enemies.
21-22 Doomsickle.
This large staff once belonged to a great necromancer, Friedrich van Brakenhoff. His power still resides within.
Counts as a wizard staff.
+1 tougness,-1 to hit.
Stores 1d6 power when found, these can be restored in the normal way.
Whenever you cast a spell, roll 1d6. On a 4+ you gain 1 extra power during the next turn.
Once per battle level per adventure you may cause 2d6 unmodified damage to all living creatures around you, friend or foe. (doesn’t work against daemons and undead).
23-24 Shieldwall.
This small shield seems to block any incoming blow, and shields you from all attacks.
Counts as a shield.
Dodge 5+ vs hand-to hand
Dodge 6+ vs missile weapons.
Enemies are –1 to hit you.Attacks do –1 damage per damage dice.
25-26 Bow of Loren.
This tall, slender bow is inlaid with elvish runes, and bristles with magic as it is used.
Counts as a Longbow
+1 ToHit.
Strength as user +1.
+1D6 Damage.
Whenever you kill an opponent with this bow, the arrow continues in its path, and will hit the next monster in a straight line away from you.
31-32 Bow of confusion.
This small bow has the unnerving ability to confuse persons into attacking their own friends.
Counts as a short bow.
Strength 1
+1d6 damage
a monster wounded by this bow will attack any randomly selected adjecent monster next turn. If the monster is equiped with a missile weapon, he will shoot at any one randomly selected monster it can see.
Spellcasting abilities are not affected.
33-34 King Leoric the mad’s Crownonce
Long ago a brave adventurer went into the crypts of a now-forgotten town. In these crypts, he found untold horrors, and he attained great wealth. When he returned, he spoke of demons he had slain, of necromancers he had destroyed. He brought with him from the crypt many great and powerfull item, and this is one of them. He claimed that it belonged to the mad king Leoric, and that the power of the mad king still resided within.
Counts as a helmet.
+2 toughness.
+2 initiative.
Whenever you wound an opponent when wearing this crown, you heal 1 wound.
The bearer can see in the dark, and does not need a lantern.
35-36 Shizar’s Visorshizar was a magician from the east, well-know for his amazing ability to see through the dark, allways know the truth, and never fail a spell.
Counts as a helmet, allthough a wizard can wear it.

+1 toughness.
You can see in the dark without need of a lantern.
If ever a lie is told to you, you will know it is a lie, and also know the truth.
+1 power each turn
41-42 Vermin’s Bucklera small, round shield, it is unusable to block missile attacks, but it is very light and can be used in combat to block an opponents blows, and to hit your opponent.
Counts as a shield
+2 toughness in hand-to-hand combat
parry the first attack that hits you on a 4+
may be used as a weapon in hand-to-hand combat (you gain 1 attack doing (damage dice)+str damage)
43-44 Blinking Vest
+2 T
You may teleport to any spot on the same board section once per turn.
You may also teleport to avoid blows (dodge 6+)
45-46 Vest of the ancients.
A simple vest, this armor does not seem to have many protective properties. The opposite is true, however.
+2 toughness
4+ dodge vs any attack except hand to hand combat (including magic, etc.)
6+ dodge in hand to hand combat
51-52 Box of Wonders.
This ancient artifact from Nippon is very small, yet it can contain many an item.
You may store up to two items in the box of wonders, their size doesn't matter. When you
place a third item in the box, the items are magically morphed. Roll a D6 and modify the
roll according to the following table:
- 3 items of the same type: +1
- 3 magic weapons: +2
- 3 magic armours: +3
- 3 magic items: +4
- 3 special items of the same type: +5
- 2 specials & 1 unique: +6
- 3 uniques: +8
1-2 Normal weapon
3-4 Normal armour
5 Normal item
6-7 Magic weapon
8-9 Special weapon
10-11 Special armour
12+ Unique item
53-54 Ring of Power.
A small stone band formed as a ring, it tightens to a perfect fit once put on your finger.
Make 1d3+1 rolls on the following table (d6).
1 gain 1 toughness
2 gain 1 strength
3 gain 1 move
4 gain 1 initiative
5 gain 1 luck
6 gain 1d6 starting wounds
Once this ring is removed, it loses all it's powers
55-56 Ring of Volans
Volans was the greatest human mage of all times, trained in the art of magic by the great high elf mage Teclis. One of his many achievements was the creation of these rings, and they are rumored to give the wearer magical abilities.
At the start of the turn, roll a d6.
1 Heal any model on the board 2d6 wounds this turn.
2 Any one model on the board gets +1 on all his rolls this turn.
3 Any one model on the board deals 1d6 extra damage this turn.
4 Any one model on the board cannot move this turn
5 Any one model on the board cannot attack this turn
6 Do 2d6 unmodified damage to any one model on the board this turn.

Note- you do not have to use these abilities, and they have to be played immediatly.

61-62 Flux amulet
This strange amulet has markings of different races on it. when examined, elf writing, dwarf runes, lizardmen glyphs and many other markings can be seen.
+1 toughness.
You may change any one dice roll per adventure into any possible result.
63-64 Staff of damnation.
Most people will deny that this staff exists, and the owner is allways smart enough to keep the true power of this staff (if he even knows it) a great secret, for would he not do this, he would certainly be burned as a witch by the witch hunters of sigmar…
Whenever an undead model not capable of casting spells is put on the table, roll a d6. On a 6 you may controll all actions of that model. You may command the model to attack the other monsters, or you may command it to simply die. At the end of the combat, the model is destroyed. Either way, you do not get gold for the model.
+1 toughness.
Double handed.
Once per battlelevel per adventure, you may use this staff to deal (the dungeon level)+1d6 unmodified wounds to any living target. (no undead or deamons, no doors or walls or portculli)
65-66

Staff of Rudy.
Rudy the Ezolmaan is one of the most legendary wizards ever to exist, his deeds many and his powers great. Some say his powers originated from his staff, but true wizards know this is not true. Nonetheless, this staff is a great weapon and powerfull artefact.
Counts as a Wizard staff (+1T, -1ToHit, 2-Handed, reroll 1 power phase)
Has one addition die of power store (starts with 2d6, when recharging it at the font of power, roll 2d6)
Once per turn you may reroll the damage dice for any spell. Note you may only reroll the Damage dice, not any other die (so it won’t work for spells like freeze) and all dice must be rerolled, not just some of them.

Table 2

11-12 Repeating crossbow
This large crossbow nocks itself when fired, and thus you can attack with it at large speeds.
Counts as crossbow.
Strength 5, +1d6 damage, -1 ToHit
As many attacks as your warrior has attacks, for every hit you may fire again.
13-14  Diabolic Wizard Staff.
The weilder of this staff feels his body pulsate with power and mystical energies.
Counts as a Wizard Staff.
+1 toughness.
double handed.
Strength 4.
All spells are reduced in casting cost by one, you may reroll one power phase per adventure, stores 2d6 power at the start of each adventure
15-16  Ring of the Lightning Fire.
A small, golden ring inlaid with a single stone. In the stone you can see a tiny lightning bolt, dancing as you watch it.
You can cause 6d6 unmodified damage to any monster on the board. After each use roll 1d6. On a 1-4 the ring cannot be used again this adventure, else it can be used again in the next encounter.
21-22 Sword of lehm-meht the vampire slayer.
This very sword was used by lehm-meht to destroy over a hundred vampires. The pure good in the hart of lehm-meht has taken residence in the sword, and it constantly bleeds a form of holy water. The very sight of it makes vampires flee and necromancers tremble in fear.
Counts as a sword.
No form of undead may use this sword (except vampierjagers, vampire slayers, etc.)
+1 Strength.
+1d6 damage.
+4d6 extra damage vs vampires
+2d6 extra damage vs undead.
Immune to fear caused by undead.
Immune to terror caused by vampires.
+1ToHit vs vampires.
Vampires are –1 ToHit you.At the start of each adventure, the sword has 1d6 holy water counters.
The sword can be swung over your heads in order to shower the surroundings with holy water. Each turn spent doing so costs one holy water counter. In order to do so the weilder of the sword must sacrifice a number of attacks. The water hits all adjecent models on a 4+. Living, non-evil creatures (such as the warriors and non-intelligent monsters like rats and snotlings) heal 1D3 wounds + 1 wound for every attack that is sacrificed by the wielder. Demons and undead suffer 1d6 unmodified wounds +2 wounds for each attack that is sacrificed.
23-24  Gotrek’s Axe.
The legendary Gotrek is one of the most well-known of the dwarf slayers, and this is his axe. It is unnesesary to say it, but it is a mighty weapon.
Counts as an axe.
Ignores non-magical armor.
Ignores 2 points of magical armor.
+1 ToHit.
+1D6 Damage.
+1 Strength.
Dwarf slayers using this axe get their special trollslayer skill strength on a natural 5 or 6 instead of a natural 6 only.
25-26 Dragonslayer sword.
A sword smithed from the claws of a dragon, in the fire of a red dragon, and tempered in dragon’s blood, this is a mighty weapon indeed.
You cause double damage.
You cause triple damage versus dragons.
If you allso have the other dragon items, you cause an additional 2d6 unmodified damage.
31-32 Bow of infinity.
Allthough this bow has no string, when held in hand, it can be used to fire arrows of pure electricity.
Counts as a shortbow.
You can attack as many times with this bow as your warrior has attacks+1
Strength 4.
Damage is unmodified for armor.
Doesn’t need arrows, and arrows can not be used in this bow.All damage done with this bow counts as being electrical.
33-34 Dragonscale shield.
This large, kite-shaped shield depicts the face of an ancient dragon. On closer inspection, you notice that the shield is made up of small scales that once belonged to young dragons.
+2 toughness.
4+ dodge vs breath weapons.
If you allso have the other four dragon items, you allso get magic resistance 5+
35-36 Balrog’s Edge.
A large, heavy shield that can only be used by the strongest warriors, this kite-shaped plate of metal has the ability to protect the weilder to a great extend.
+3 Toughness.
-1 Movement.
5+ dodge against all breath attacks.
Gain 1 luck.
One turn per adventure, the weilder of this shield is immune to all forms of attack.
Once per adventure, the weilder of this shield may heal to full wounds.
Can only be used by the barbarian, dwarf, pit fighter, ogre and likewise warriors (not by any elf or spellcaster).
41-42 Circlet of iron.
Looking like a small iron band, this highly magical item guides your hand when you strike, protects you from harm and strengthens your body.
Counts as a helmet, can be worn under or over a helmet, can be used by wizards
+1 toughness
+1 ToHit
+2 wounds
43-44 Dragon Helmet.
This large, reddish helmet has the form of a dragons head. The wearer seems to become bolder, bigger and stronger.
+2 toughness.
+1 strength.
Immune to fear and terror.
If you allso have the dragonscale plate mail, the dragonslayer sword, the dragonscale shield and the amulet of the dragonslayer, you now cause fear(your battle-level+3)
45-46 TimeWarp.
Counts as a full armor, shield and helmet
This Ornate Armour makes the wearer seem unmoving yet lightning-fast.
+7 Toughness
+1 Move
Ambush 3+
You may reroll any one dice per turn, modifying the result by +1 or -1.
51-52 Dragonscale plate mail.
A strangely light plate mail armor, this plate suit is made from the scales of a number of dragons, and has the power to protect the wearer against the powers of those dragons. Remember, however, that dragons seeing you wear this armor will get very angry at you.
Counts as light armor.
+5 toughness.
6+ dodge. If you allso use the dragon helmet, the dragonslayer sword, the dragonscale shield and the amulet of the dragonslayer, this is improved to 5+.
When deciding who will be attacked by a dragon, the wearer is allways attacked by the dragon as it recognizes the plate mail as being made from dragons.
53-54  Roguestone.
A round gem about the size of a pebble, no-one would think it to be of value where it not for the multitude of bright colors constantly dancing over the surface.
This gem has a multitude of abilities, and the effect it has differs with the person carrying it.
When used by a wizard, the wizard gets +5 power each turn it is used.
When used by a barbarian, the barbarian gets +3 attacks each turn it is used.
When used by an elf, the elf gets +1 ballistic skill and +2 attacks with a bow each turn it is used
When used by a dwarf, the dwarf gets +2 toughness and +2 strength each turn it is used.
At the end of each turn that the roguestone is used, roll 1d6. On a 1or 2 the roguestone crumbles to dust, and the warrior using the roguestone gains his ((battle level)+2)*300 gold. This gold can only be used to gain battle levels (it is, in fact, experience)
When this item is found in a quest with other warriors than the original four, the DM (if there is one, otherwise the warriors themselves) must decide what benefits other warriors get from the roguestone. (Something in par with the abovementioned abilities, and the abilities should enhance the warriors normal strengths, not his weaknesses).
55-56 Amulet of the dragonslayer.
This small amulet is made from the tooth of a dragon, and it contains its power.
You regenerate 1 wound at the start of your turn. If you allso have the dragonscale plate mail, the dragonslayer sword, the dragonscale shield and the dragon helm, you regenerate 1d3 wounds instead.
61-62 Amulet of nine lives.
This magical amulet has a number of gems in it, and any magic user can detect the curative magics of the amulet from far away, it is that strong.
Every time the wearer is killed, the wearer of the amulet is healed up to full wounds, and gains 1d3-1 permanent hit points (0, 1 or 2). The amulet has to be worn when the bearer is killed. (So you cannot use it to heal a killed character) each use of the amulet drains one charge, and once all charges are expended, the amulet crubles to dust. When found, the amulet has 1d3+6 charges remaining (4-9).
You cannot remove the amulet once you put it on, nor can it be removed, stolen or destroyed in any way. Once the last charge is expended, you die and cannot be healed. You can only be raised from the dead by a resurrect spell (or a spell or item with the same effect) or some special means devised by the gamesmaster.
63-64 Staff of the Archmagi.
This large, darkwood staff enhances the powers of any spellcaster that uses it.
+2 toughness.
When the staff is found, roll 3d6. The staff has this many spells stored within it. Decide randomly wich spells the staff has. (roll 1d10 for the level, 1d4 for the type, etc.)
Each spell contained within the staff can be cast for free once per day, and normally as many times per day as the weilder likes.
65-66

Staff of the ancients.
This staff glows with a red light, and allthough the magics within it are powerfull, they cannot be identified.
+1 toughness
the bearer cannot attack in hand to hand combat
glows as a lantern
No dragon of any kind will attack the wearer, or use its breath weapon against him/her. (this includes all dragons, dragon ogres, wyverns and chimera’s (as they are part dragon)).No other monster will attack the wearer in any way unless they first roll a 3-6 on a d6. Monsters failing to attack the bearer will attack other warriors if possible. If it is not possible to attack another warrior, roll each turn if they may attack the bearer.

Gold Value

These items are special, and they have no set gold value, you never know what a shopkeeper will give for them. when a player decides to sell one of these items, roll 1d6x50 for each level 1 ability, 1d6x100 for each level 2 ability or 1d6x200 for each level 3 ability. The gold value gotten is the money the warrior gets. 
Note: Once the player rolls these dice, the price for the item is set, and he cannot decide not to sell it and roll again somewhere else. all one-use magic potions and salves are worth (1d6+1)x100 gold, all rings and talismen are worth 2d6x100 gold, all arrows and the like are worth 1d6x10 per arrow(roll for the price once, they are all sold together). again, once the price is rolled, the price is set. 
Unique weaponry is rarely sold, and if a warrior chooses to sell one of these, he must roll to see if there is anyone interested. roll 1d6+Battle level. if the total is 8+ for table 1 unique weaponry or 12+ for table 2 unique weaponry, then the warrior may sell it (this is both to make it clear that no-one will believe a weedy level 1 barbarian if he claims to have found some fantastic unique item, and it is to show the hesistance of any warrior to sell a unique item). prices are (1d6+1)x500 for table one items, (1d6+1)x1000 for table two items.

Created by MrXian and Coam’ithra

Anyone who likes warhammer quest is allowed to use this list, and change any of the duplicate armor abilities by other ones, as long as they are no more overpowered than the ones allready on the list. Anything allready copyrighted by anyone is their property. Please leave this text unchanged, we like the credit that we deserve (and all the flames as well.)

Comments? Xian.b@gmx.net will receive them, and you’ll maybe get an answer as well. Depends on how i am feeling.