Warhammer Quest

Objective Treasure

by Luminos

Roll 1D6:

1-3 

Roll D66 on below table

4-6

Roll on Objective treasure table in Roleplay book

 

11

Knife of Striking (BDEW)
This long, slender blade can be concealed as the knife at the Weaponsmith. 
It attacks as if the wielder had a normal sword and the Assassinate (Champion - 6+, Hero - 5+, Lord - 4+) skill listed in the Bestiary. 
500G

12

Lodestone Shield (BDE)
Gives bearer +1 toughness, as normal shield. In addition, at the end of each warrior’s phase, there is a chance that the magnet in the lodestone will attract some nearby monster’s weapons. Roll 1D6 for each adjacent monster. On a roll of 4+, that monsters weapon is pulled from his grip and attached to the shield. Disarmed monsters do not add their strength when rolling for damage. (The lodestone only attracts weapons if they are edged and non-magical). 
800G

13

Rune of Return (BDEW)
This rune, when pressed into contact with any blade, immediately inscribes itself upon the metal and crumbles into dust. 
The rune of return, when placed upon any thrown missile weapon (Spear, Throwing Axe, Dagger, etc.) causes the weapon to find its owner after each time it is thrown. As the weapon returns, it moves in a straight line directly back to the Warrior who owns it. If it comes in contact with any monsters, it attacks them as it flies by. Roll to hit as in hand-to-hand combat with WS 4, causing normal damage (including any bonuses for the weapon), but without adding the warrior’s strength. 
500G

14

Thorn of Chaos (BDEW)
This jet-black saber glows an eerie green color, and bursts into unholy green flame when wielded offensively. 
The Thorn of Chaos causes double damage on a successful hit, but if the hit roll is a 1, the warrior is overcome by the powers of chaos and uses his remaining attacks against the other warriors. 
500G

15

Holy Symbol (BDEW)
When pressed against the blade of any weapon, the Holy Symbol infuses itself into the metal. This weapon now causes (warrior’s Battle-level) extra wounds against Undead, Chaos, and Daemonic monsters. 
600G

16

Dragon Mail Armor (BDE)
Fashioned from the hide of a fire-breathing Emperor Dragon, this armor is heavy and warm to the touch. 
Dragon Mail grants its wearer +2 toughness against both normal and fire-based attacks. In addition, if wearer is attacked by non-magical weapons in hand-to-hand combat, monsters are at -1 to hit. If the wearer also possesses the Dragonhelm, it adds +2 total toughness (for a total of +4), all against both normal and fire-based attacks. 
1,000G

21

Gemini Hammers (BDE)
These powerful artifacts were forged by Dwarves and Elves after the great battle against Nagash in an attempt to cement the temporary alliance between the races. 
These twin throwing hammers each cause an extra D6 wounds on a successful hit, and cause double damage on a natural hit roll of 6. Damage caused by the Gemini Hammers is not modified for strength. If both used in close combat, the wielder is granted extra attacks (Champion - +1, Hero - +2, Lord - +3). If one or both are thrown, no extra attacks are granted. Each hammer requires a roll of 3+ to successfully hit its target, counts as 1 attack, and causes damage as in combat. No other weapons or shields can be used with the Gemini Hammers. 
1,000G

22

Elven Chainmail (BDEW)
Forged in the magical High Elven Kingdom, Elven Chainmail grants the wearer +2 toughness with no movement restrictions. In addition, all monsters listed in the Orcs & Goblins section of the Bestiary are at -1 to hit the wearer. If worn by non-Elves, Elven Chainmail grants +1 toughness, with no other effects. 
950G

23

Ring of Sigmar (BDEW)
This holy relic was worn by the High Priest of Sigmar in the battle with Nagash. Sigmar’s ring grants the wearer protection from unholy attacks. 
In a Monster’s Phase when Undead, Chaotic, or Daemonic monsters are attacking, roll 1D6:

1

The next unholy attack made on your warrior is deflected, causing no damage.

2

Ignore the next blow and the next spell unholy in origin.

3

Your warrior is granted Ignore Unholy Blow 5+ for the remainder of the turn.

4

Your warrior is granted Ignore Unholy Blow 5+ and Unholy Magic resistance 5+ for the remainder of the turn.

5

Ignore Unholy Blow 4+ and Unholy Magic Resistance 4+.

6

Same as 5, and all other warriors on the same board section may ignore 1 unholy blow this turn.

There can only ever be one Ring of Sigmar in any party. 
800G

24

Daemon Scourge (BDE)
Forged with Sigmar’s own mighty hammer, Daemon Scourge is undoubtedly the greatest threat to all Daemons. 
When fighting a daemon, the wielder of this blessed Greatsword is completely unaffected by any attributes unique to daemons (Daemonic, Greater Daemon, Steam of Corruption, Aura of Slaanesh, etc.). When Rolling to hit and for damage, only toughness may be used to modify the roll (not Ignore Pain, Ignore Blows, Fear, etc.). Daemon Scourge is a two-handed weapon, and attacks as a normal Greatsword (see Weaponsmith). If there are no daemons on the same board-section as the wielder, it still attacks as a Greatsword, but with no magical effects. 
1,200G

25

Thunder Hammer (BDE)
This is a warhammer that is inscribed with magic runes which give it powers akin to a raging thunderstorm. 
Each turn, the wielder may choose to use the Thunder Hammer in one of two ways. Firstly, he can give up all his normal attacks this turn and use the warhammer to create a Quake effect. Slamming the hammer on the ground, a shockwave reverberates throughout the dungeon. Every model in the same room as the wielder suffers 2D6 wounds, and every model in any adjoining rooms suffer 1D6 wounds each. Secondly, the Thunder Hammer may be used normally in hand-to-hand combat. On each successful hit, the nearest 1D3 monsters suffer 1D6 wounds each as small bolts of lightning are expelled from the blow’s impact. On a natural hit roll of 6 (besides the normal +1D6 wounds normally attributed to a warhammer), the nearest 1D6 monsters suffer 2D6 wounds each from lightning bolts. All damage caused by the Thunder Hammer, normal and magical, is subject to normal modifiers. The Thunder Hammer is intertwined with powerful sorcery, and cannot be successfully wielded by a warrior of battle-level 3 or below. 
950G

26

Ethereal Bow (BE)
This bow was carved from the bones of ancient High Elven Mages.
It requires no arrows to fire; its ammunition is magical energy. Each turn this bow can be used to fire as many ethereal magic arrows as the user has attacks, making BS rolls as normal. The bow has a strength each turn equal to the number rolled in the Power Phase (unmodified). Damage caused by an ethereal magic arrow has no modifiers of any kind (armor, toughness, ignore pain, etc.) as the insubstantial arrow passes directly through each monster. The arrow may then continue to the monster (or Warrior) behind it, rolling once again for BS, and attacking with the same strength. If the hit roll is a natural 6, the arrow pierces that monster’s very soul, and the damage caused is counted as fatal and cannot be healed in any way. The arrow continues this way, even if it misses one or more monsters, until it hits a wall. 
1,000G

31

Embersword (BDEW)
The blade of this sword glows white hot as if it were on the forge, yet retains the hardness of a tempered blade. It heats up the air around it, and the only quenching of that incredible heat is its own magical scabbard. 
The Embersword melts its way through armor with attacks. The first attack made by a Warrior wielding the weapon on each monster is rolled to hit as normal, then instead of rolling for damage, roll 1D6. This is how many points of armor have been destroyed. If the D6 roll exceeds the monster’s total points of armor, the difference is counted as the damage sustained from the melting of the armor. When attacking a monster wearing magical armor, roll to hit and the D6 for armor destruction as with normal armor, but follow this table:

1-3

No effect

4-5

1 point of armor is destroyed

6

2 points of armor are destroyed.

Effects of magical armor remain unless the armor is completely destroyed. The Embersword also inflicts 1 extra wound with each hit. 
400G

32

Amulet of Shifting (BDEW)
This silver medallion is inlaid with golden triangular patterns, and has a slight glow about it. 
Once per adventure, the wearer may attempt to use the Amulet of Shifting to temporarily transform himself into a monster. Roll 1D6 + (Warrior’s Willpower), and if the result is 8 or below, the warrior is overcome by a wave of flooded magic (characters with magic resistance may roll against this) and is unable to attack or defend for 1 turn (warrior is treated as WS 2). If it is above 8, the warrior has successfully transformed into a monster. Roll 2D6 on the following table:

2

Dragon Ogre

3

Centaur Champion

4

Minotaur Champion

5

Gorgon

6

Hippogriff

7

Griffon

8

Cockatrice

9

Wyvern

10

Manticore

11

Hydra

12

Dragon

The monster’s shape and attributes are assumed for 1 battle, after which the warrior resumes his normal shape. The powerful magic involved in the transformation drains the warrior of his energy and he is placed on zero wounds. 
1,500G

33

Phoenix Helm (BDE)
This magical helmet glows flame-bright, yet is not noticeably hot. 
It adds +2 toughness to the wearer, and allows him to be restored to his full wounds immediately after being knocked below zero one time per dungeon. The power of this life-giving helm is such that the process of restoring a warrior emits a huge explosion of flame, causing 3D6 wounds to any character within 2 spaces (in any direction) surrounding the warrior, unmodified for armor. 
500G

34

Windmill Blade (BEW)
The origin of this large, curiously shaped throwing star is not known. It was definitely forged by one of magical knowledge, as is evidenced by its unique properties. 
When thrown, rather than fly towards its target, will arc towards the target, and return to the thrower. Choose a target. The Windmill Blade will arc towards its target and then return to your warrior, hitting any character in its way. The arc can be of any radius (see below), as long as the starting and ending point is the square your warrior is standing on (this square is not counted as part of the arc). Roll 2D6 - (your warrior’s Ballistic Skill). If the number rolled is equal to or greater than the total number of squares in the arc, you have made a successful hit. If you rolled less than that number, the blade’s magic fails and it flies into the corner of the room and can be retrieved at the end of combat. Remember, projectiles cannot be used while a warrior is pinned. The Windmill Blade attacks each monster with a strength of 4 and causes double damage on your target. It may be used as many times per turn as your warrior may use a bow. 
600G

35

Sword of Wrath (BDE)
This sword was forged along with the Gemini Hammers, as Warhammers and Greatswords are two of the only weapons common to both Elves and Dwarves. 
It is a two-handed weapon, and may not be used with a shield or any other weapon. The Sword of Wrath doubles the wielder’s strength and all attacks are at +1 to hit. None of the normal restrictions for a Greatsword apply. 
1,000G

36

Hammer of Retribution (BDE)
This mighty hammer was forged by Dwarves after one of the many great losses they suffered at the hands of the Orcs, and its forging is told of in the Book of Grudges. 
The Hammer of Retribution is mostly designed to counter armored foes. If attacking a monster with normal armor, the armor value is subtracted from the monster’s toughness rather than added to it. This represents the hammer smashing the armor so it wounds the wearer. If attacking an enemy with magical armor, the armor value is ignored, but other effects remain. If attacking any monster found in the Orcs & Goblins section of the Bestiary, the Hammer causes an extra D6 wounds (2D6 on a natural 6 to hit). 
900G

41

Scythe of Desolation (BW)
This scythe attacks in ranks, and the normal damage dice rules are ignored when attacking with it. Instead of rolling his damage dice, the warrior rolls two dice and multiplies the result, then adds his strength. 
625G

42

Tarin’s Pistols (W)
Tarin was an Empire Wizard who spent much of his time working on magical powder weapons. These two pistols fire bolts of magical energy rather than powder and shot, so they never need to be reloaded. 
They attack as normal Strength 6 Pistols and can each fire one shot per turn (they can both be fired in one turn). For every 3 points of power the Wizard spends when attacking with one of the pistols, he may add either +1 to hit or +1D6 Damage. 
1000G

43

Hand of Doom (BDEW) 
The Hand of Doom is a pair of Knuckle Dusters imbued with powerful magic.
It causes the wearer’s hand to be surrounded by a bright green sphere of magical energy. The Hand of Doom is a Strength 6 weapon which offers +2 to hit. 
500G

44

Flesh Render (BDEW) 
This knife has a jagged edge for ripping the meat off of it’s target. 
The Flesh Render attacks as a normal knife (Damage Dice plus a Strength of 1), plus an extra D6 wounds from the jagged edge. Damage from the Flesh Render is not modified for Toughness. 
700G

45

Moonblades (E)
These twin scimitars were forged in the deserts of Araby by the Dune Elves. 
They can only be wielded by Elves (but they can be Elves of any kind). The Moonblades offer +2 Weapon Skill, +1 Attack, and Parry 5+. 
700G

46

The Thousand Blades of Azrak (BDEW)
This appears to any warrior searching for treasure as a large pile of gleaming swords. They differ in size and shape, but all have an aura of magic. The first warrior who takes one of the blades watches in horror as all the other swords instantly disappear. 
Roll on the Weapons and Armor Treasure table (re-rolling as needed if until any sword which is not a one use per adventure weapon is rolled) to see what sword this is (whatever bonus is offered by the sword applies). Each time the warrior scores a successful hit with that sword, the air is filled with identical blades and every monster adjacent to the warrior suffers the damage (for which only one roll is made). If the warrior is attacking a large monster, the blades do not attack all adjacent monsters, but rather hit the large monster 5 times with the appropriate damage done (i.e. after all modifiers are calculated, final damage is multiplied by 5). 
950G

51

Skullhelm (BD)
This bone warhelm offers +2 toughness and regenerates 1D6 of the wearer’s wounds each turn, as long as he has 1 or more wounds. 
600G

52

Stone Medallion (BDEW)
This plain-looking granite amulet allows its wearer to summon Gargoyles to aid him in battle one time per adventure. The medallion, when invoked, automatically summons 1D6 [Novice and Champion] Grotesques or [Hero and Lord] Gargoyles. They will fight as warriors in the Warrior’s Phase until they are killed or combat ends. 
800G

53

Living Armor (BDEW)
This thin light armor is warm to the touch and feels and has the appearance of a layer human skin. 
Once a warrior puts it on, it molds itself to his shape. Living Armor is considered a separate being, which has a toughness of 2 and 35 Wounds. As long as the warrior wears the armor, he is unhurt, and the armor takes the damage. Since the armor is alive, though, it can be killed, only resurrected by a specific spell or magical item that resurrects the dead. The Living Armor may, however, heal itself, and it will automatically take one wound away from the warrior it is on for every two it suffered at the end of any turn in which it suffers damage. Since the armor is so thin and light, it can be worn by warriors who normally can’t wear armor (except the Trollslayer). Other armor can also be worn over the Living armor for this reason. 
600G

54

Hellblaze Flail (BD)
The heads of this flail glow red and burn at the touch. 
The Hellblaze Flail causes an extra 2D6 Wounds on a successful hit (3D6 if the roll was a natural 6). None of the normal rules for flails apply. 
550G

55

Spellmirror Shield (BDE)
In addition to granting +1 toughness as a normal shield, this shield will reflect any spell or magical attack (e.g. Dragon Breath) back to its caster on a roll of 3+. Unfortunately this also includes healing spells! The carrier of the shield may of course drop it for one turn in order to be healed by a spell, in which case he does not gain the shields bonuses for the Monster’s Phase in that turn. 
650G

56

Drakmil’s Horn (BDW)
Drakmil was a Red Great Dragon slain by Tarin the Wizard, who took his horn for use as a powder horn. He soon realized that the powder he kept in the horn was more effective than normal powder. Tarin found this interesting and went to work. By the time he was finished, the horn was a magical artefact which, in addition to making powder more powerful, contained an endless supply of this more effective powder. 
Drakmil’s horn will never run out, and weapons fired using it will ignore non-magical armor and cause an extra 1D3 damage.
800G

61

Soul Reaper (BW)
This Scythe causes normal damage unmodified for Strength and attacks in ranks. Damage caused is unmodified for toughness, armor, ignore pain, ignore blows, etc., but it has no effect on Ethereal monsters.
400G

62

Khere’s Mace (BD)
Khere Ironwill was a great warrior from Middenheim, and one of Sigmar’s captains. It was said that his mace could cleanly knock the head off a Minotaur--from across the battlefield! 
This mace causes an extra 1D6+6 wounds on a natural hit roll of 6. In addition, its trailing arc of magic looses magical mace heads out toward its foes. Each time the warrior attacks with the mace (whether he hits or not), 1D3 mace heads are loosed, which will fly towards any monster in the wielder’s line of sight. They hit on a 3+ and cause Strength 6 hits. 
750G

63

Sword of Khaine (BEW)
This Longsword grants +1 to hit at +1 Strength when attacking, and in defense offers +1 toughness and enemies are at -1 to hit the wielder. 
850G

64

Runeshot (BDW)
Getridge Steelhammer was arguably the greatest runesmith ever to be produced by the Dwarven race. One of his great achievements was to develop a method of inscribing tiny runes on items like pistol shot and quarrel heads that were equal in power to normal size runes. 
Runeshot is normal shot inscribed with Firebomb runes. If a monster is hit with Runeshot, after normal damage is worked out, the ball explodes, causing 2D6 Wounds (this is a separate attack with normal modifiers). If the hit roll was a 5 or 6, the ball enters the monster’s body and the explosion is unmodified for toughness or armor. The bag of Runeshot found is magical and will never run out. 
800G

65

Bow of Veros (BE)
Carved deep within Athel-Loren by the master Fletcher Veros, this bow has the power to multiply arrows that touch it’s string. 
It is treated as an Elf Bow, and each arrow loosed from the bow splits into 1D6 arrows, making 1 hit roll for all the arrows (which will all strike the same target). Each arrow has damage resolved as a separate attack, and any damage bonuses for the arrow fired apply to all the arrows it splits into. 
1000G

66

Spear of Kurnous (E)
If wielded in hand to hand combat, the spear grants +1 Initiative, +1D6 damage, is unmodified for strength, and its wielder can attack in ranks. If thrown, the spear grants +1 Initiative, +1 to the BS roll, and causes double damage unmodified for strength. Each time the spear is thrown it automatically returns to its thrower, who may throw it as many times each turn as he has attacks. 
800G