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 |
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. |
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 |
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 |
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 |
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 |
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 |
1 |
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. |
|
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. |
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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 |
1 |
2 |
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 |
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 |
6 |
||||||||||||
51 |
of biting monsters |
Wounded lose X (see level tables) points of tougness |
1 |
2 |
4 |
||||||||||||
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.
|
|||||||||||||||
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. |
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.
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
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 |
55 |
Chainmail armor |
56 |
Furs |
61 |
Chainmail armor |
62 |
Shield |
63 |
Open helmet |
64 |
Great shield |
65 |
Leather armor |
66 |
Heavy armor |
Roll armor type
1 |
Helmet |
2 |
Shield |
3 |
Light armor |
4 |
Medium armor |
5 |
Heavy armor |
6 |
Special magic armor |
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 |
1 |
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 |
1 |
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 |
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 |
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.
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. |
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.
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. |
||||||||||||||
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. |
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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). |
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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. |
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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. |
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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. |
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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. |
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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 |
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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) |
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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+) |
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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 |
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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
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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 |
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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.
Note- you do not have to use these abilities, and they have to be played immediatly. |
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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. |
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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) |
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65-66 |
Staff of Rudy. |
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. |
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.