WARHAMMER QUEST

EMPIRE AND ORCISH MAGIC ITEMS

by Art Franklin

 

Novice          (Generate 1d30)

1.  (A)     200g + Normal Value                WEAPONS RACK                (Random Magic Weapon)
Magic Weapon  
              (All)
The Warriors find a Weapons rack with dirty but well-fashioned items on it, scavenged from who knows where.  Some have runes or sigils cut into them, and they all look lethal.  Roll a D3 to see how many weapons catch the party’s eye, then roll a D6 to see what you have found:
                1.  A  cruel dagger
                2.  A Dwarf hammer
                3.  A sturdy staff
                4.  A Mighty axe
                5.  A deadly-looking sword
                6.  (Randomize a weapon based on what members of the party wield as their favored weapon)
                                                which...  (Roll 1d6)
                    1.  Causes +1 Wound/Battle-level every time it strikes
                    2.  Ignores 1d6 points of armor
                    3.  Gives the wielder +1 to hit
                    4.  Gives the wielder +1 Attacks
                    5.  Allows the wielder to parry incoming blows on a die roll of 6
                    6.  Causes an extra 6 Wounds on a to hit roll of 6

2.  (E)      250g                SWORD OF JUSTICE         
Magic Weapon
                (All)
The Sword of Justice is traditionally carried into battle by the Emperer’s personal champion.  The bearer can re-roll damage rolls that fail to break through the target’s Toughness and Armor.

3.  (A)     250g                SWORD OF BATTLE                (+1 Attack)
Magic Weapon
                (All)
A Sword of Battle is forged with potent magic that enables it’s wielder to employ it with dazzling speed and deadly effect.  The blade confers +1 Attack on the character wielding it.

4.  (O)     250g                OWZAT’S CLUB OF SMACKIN’                (Knocked back 1d6-Str Squares)
Magic Weapon  
              (BD)
Owzat was an unpredictable warrior, keen to experiment with new and better ways to beat up his many enemies.  Usually these went disastrously wrong for Owzat, but once in a while...  A character that suffers at least one Wound (After Toughness) from the Club, but is not killed, is immediately knocked (1d6 - Str) Squares directly backwards.  If he crashes into another model, both take Str 2 hits immediately.  If he crashes into a wll, only he takes a Strength 2 hit.

5.  (O)     250g                FROWING NIFE                                (As Lair of the Orc Lord, pg. 19)
Magic Weapon 
               (BWE)

6.  (E)      200g                WYRMSLAYER SWORD
Magic Weapon
                (All)
The Wyrmslayer Sword has been the doom of many monsters menacing the Empire.  Hits from this sword always cause at least 1 point of actual damage.  In addition, Large Targets lose their Ignore Pain ability against this weapon.

7.  (A)     200g                SWORD OF MIGHT                (+1 Strength)
Magic Weapon 
               (All)
A Sword of Might is wrought with enchantments that bind within it’s fabric a great and magical strength.  The blade confers +1 Strength upon the character who fights with it.

8.  (A)     150g                BITING BLADE                  (-1 Armor Save)
Magic Weapon 
               (All)
The Biting Blade is forged with bitter curses that work against the armor of it’s foes.  All hits ignore 1 point of armor.  If any sixes are rolled for damage the Biting Blade has ruined the armor forever.  Magical armors get a 4+ saving throw against being destroyed.

9.  (O)     100g                WOLLAPA’S ONE HIT WUNDA                (+3 Strength Once per Adventure)
Magic Weapon
                (All)
Around the campfire, after the Orcs have drank to much fungus beer to clout them, the Gobbos will talk in hushed tones of the rebellious Wollapa, of his tremendous weapon and his even more tremendous ability to outrun even the fastest boar when he misses his target.  Wollapa’s One Hit Wunda provides it’s user with +3 Strength, but it only works once in the game.  The player can decide he is using the weapon after a hit has been scored but before rolling for Wounds.  Any other hits scored by the bearer are at normal Strength.

10.  (E)    250g                BRONZE SHIELD                (+1 Toughness)
Magic Armor    
            (BDE)
A shield made of bronze can carry a powerful enchantment of protection, but only for a short time.  The bearer may ignore 1d6 hits from shooting or close combat, after which the shield functions normally from then on. 

11.  (E)    200g                HELM OF THE SKAVEN SLAYER                (+1 Toughness)
Magic Armor  
              (Barbarian Only)                  
The legendary helm of Count Mandred Skaven Slayer, this relic fills the rat-spawn with dread.  This helm confers 1 point of Toughness which can be combined with other equipment normally.  In addition, any time the Warrior encounters any creatures that would be in a Skaven Army, make a Fear Test against them (automatically succeeding if the creatures don’t cause fear).  If the test is passed, the Skaven suffer the effects of Fear and become subject to the Break special rule. 

12.  (O)   200g                NOBBLA’S ‘ELMET                (+1 Toughness, 6+ Ward Save)
Magic Armor
                (B)
Given that it was made by Gobbos, Nobbla’s ‘Elmet is a fantastic piece of workmanship - given that it was made by Gobbos.  Gives the wearer +1 Toughness as well as a 6+ Ward Save.

13.  (A)   100g                ENCHANTED SHIELD                (+2 Toughness)
Magic Armor  
              (BDE)
The Enchanted Shield protects it’s user with powerful magic.  The shield is worth 2 points of armor instead of the mundane 1.

14.  (A)   250g                POWER STONE                  
Magic Item     
           (Wizard Only)
The Power Stone is imbued with a powerful magical invocation.  When it is held out by a Wizard before he casts a spell, he can add (his Battle-Level) amount of points to his mana for one turn per adventure.  As Power Stones are prepared by Wizards prior to battle they can only be used once before their power is exhausted.  Note that Power Stones are not unique items.  It is quite possible for a Wizard to carry more than one.  However, only one Power Stone can be used (per turn) to cast a spell.  Casters that must roll dice to cast spells add +2 to their roll when they use this item.   Cleric types roll a die.  On a 5+ the Stone also acts as a divine focus for them, allowing them to use it in much the same way.  (It turns out to be a sacred talisman for their diety.)

15.  (A)   250g                DISPEL SCROLL
Magic Item  
              (Wizard Only)
A Dispel Scroll is inscribed with a powerful anti-magical invocation.  When it is read out by a Wizard, the effect is to drain away magical power and weaken a spell that has been cast.  As soon as a spell has been cast, any Wizard who has a Dispel Scroll can read it, automatically dispelling the desired effect.  A Wizard that already has a spell in play will automatically cancel it by reading a Dispel Scroll.  It is quite possible for a Wizard to carry more than one of these, though only one can be used at a time.

16.  (E)    250g                LUCKSTONE        (Re-Roll Power Phase)
Magic Item  
              (Wizard Only)
Charged with divinatory power, these stones are very useful when a Wizard is manipulating the delicate balance of the Winds of Magic.  Once per adventure, the bearer can re-roll the Power Die for one turn.  This can effectively cancel random events that occur when a ‘1’ is rolled.

17.  (E)    250g                CRYSTAL BALL
Magic Item 
               (Wizard Only)
Nothing can be hidden from the inquisitive gaze of Wizards using this powerful scrying device.  If the Wizard is exploring, he can look into the crystal ball to see what the next Event card will be, rolling on tables as necessary.  The attempt succeeds  on a roll of 4, 5, or 6.  Once per adventure the Wizard can also use the ball to see which fork the objective is down, if at a crossroads.  This attempt succeeds automatically.

18.  (E)    250g                DOOMFIRE RING
Magic Spell               
(BEW)
The  Doomfire Ring, made of iron and rubies, contains a spell which allows its master to cast fire upon his enemies.  The Doomfire Ring may cast it’s Bound spell once per turn like an ordinary spell.  The spell requires no Power to be expended, all the power required is provided by the Ring itself.  A flaming magic missile spurts from the Ring in a straight line up to 18 squares long, striking the first monster in it’s path.  The monster takes 1d6 Strength 3 hits.  Any character, except for classes that dislike magic, like Dwarves, can use this item.

19.  (E)    250g                VAN HORSTMANN’S SPECULUM
Magic Item  
              (All)
This tiny mirror hangs around the wearer’s neck and has the ability to reflect back the fighting qualities of an enemy.  When the wearer is fighting one-on-one (Neither side is ganging up in melee) with a Monster he can ‘swap’ his base Strength, Toughness, and Attacks values with his enemy.  If he chooses to do so he must swap all these characteristics until one of the two that are in combat is dead or fled.

20.  (O)   250g                DANGLY WOTNOTS                (Add +1 to Power Phase)
Magic Item  
              (Wizard Only)
This necklace is made up of gnarled and splintered teeth, bits of broken bone, shattered beads and is riddled with power.  Once per Adventure the bearer may add 1 to the Power Phase roll.  Note that this CAN potentially stop an Unexpected Event from occurring.  (Monstrous casters may use this once to add 1 to their die roll to determine what spell they cast.)

21.  (O)   250g                DITTO’S DOUBLE DOIN’ DOO-DAHS    (+1 Spell Attempt)
Magic Item 
               (Luck-Based Casters Only; no Clerics)
Rumor has it that the aged and half-blind Ditto wasn’t a very successful Shaman and had to cast everything twice to make it work.  At least, work on the right target.  The bearer gets an extra spell attempt each turn.

22.  (O)   250g                ‘EDBUTTIN’ ‘AT                (+1 Attack)
Magic Item 
               (Barbarian Only)
‘Eadbuttin’ contests are an old Orc favorite for resolving disputes, and the greenskins aren’t above a bit of magical cheating to help them win.  May only be used against opponent of similar hight.  The wearer gets one extra Attack, made before all other blows are struck.  This attack is of normal Strength but does Additional damage if a 6 is rolled to Wound. 

23.  (O)   250g                NIMBLA’S ITTY RING                (‘Eadbutt Spell)
Magic Item  
              (EW)
This crudely made gold ring has a huge green gemstone stuck on the top and glows even in full daylight.  The ‘Itty Ring may cast it’s Bound Spell once per turn like an ordinary spell.  (The Power roll does not matter, as all the power is supplied by the ring itself).  The ‘Itty Ring contains the ‘Eadbutt spell described in the Goblin Spell section in the Roleplay book (pg. 107).

24.  (E)    200g                SIGIL OF SIGMAR
Magic Item
                (Any who believe in Sigmar)
The Sigil of Sigmar may take many forms such as a twin-tailed comet, hammer, crown, or griffon.  The Sigil of Sigmar gives the bearer the ability to Dispel Magic on a 6+.

25.  (E)    200g                THE CRIMSON AMULET                (6+ Ward Save)
Magic item 
               (All)
Legends say the bearer of this pendant is capable of exceptional feats of strength and agility.  This item gives a 6+ Special Save.  The wearer automatically passes any characteristic tests he has to take unless a natural 1 ( or 6, if that is worst) is rolled.

26.  (O)   200g                GLOWY GREEN AMULET
Magic Item 
               (All)
As it absorbs the force of incoming spells, this small and unimposing amulet begins to glow ever more brightly.  To most creatures this might be seen as a warning, but not to the Orcs who regard it as increasingly interesting.  Eventually the power will be too much and it will burst, immolating the bearer, though the Amulet itself will be unharmed.  A model with the Amulet may attempt to nullify any spell cast at the bearer or the party he is with.  Roll the same number of d6 as the caster used to cast the spell.  If all are 2-6 then the Amulet dispels the spell.  However, if one or more dice is a 1 then the spell gets through as the Amulet overloads and explodes, killing the bearer outright (with no saves of any kind allowed). 

27.  (A)   150g                TALISMAN OF PROTECTION                (6+ Ward Save)
Magic Item 
               (All)
The Talisman of Protection is a protective charm.  This confers upon it’s wearer  a  Special Save of 6+.  These do not stack, and in fact carrying more than one at a time will cancel out the effects of both.

28.  (E)    150g                WIZARD’S STAFF                (As Wizard’s Guild)
Magic Item 
               (Wizard Only)

29.  (O)   150g                THE COLLAR OF ZORGA                (Prevents attacks by beasts)
Magic Item 
               (All)
This studded collar is inscribed with ancient glyphs entwined with the shapes of mysterious beasts.  The wearer can stare imperiously at any beast that dares to confront him and say :  “Don’t even fink abart it!” or something like that, and the beast cowers before him.  Monsters and mounts of any size must pass an Initiative test to attack the wearer.  If they fail, they may choose to attack another model instead.  Roll once each close combat round.

30.  (A)   50g                HEALING POTION
Magic Item 
               (All)
This potion heals 1d6 Wounds when quaffed.

 

Champion                                 (Roll d66)           

11.  (E)    500g                SWORD OF FATE              
Magic Weapon
                (All)
At the beginning of a combat, nominate one enemy monster (must be either a large monster or champion type).  The sword normally counts as a magic sword with no particular bonuses, but any attack that hits the designated target will cause an extra Damage Die as well as ignoring Armor.

12.  (O)   500g                KRUMPA’S CLUB OF CRUMPIN’                (Ignores Non-Magical Armor)
Magic Weapon
                (BD)
This sacred weapon has been passed down the generations for more years than an Orc can count.  Handed down from Boss Orc to Bigger-Orc-that-could-take-it-off-him, this rather well worn, spiky club punches through armor with no problem.  Attacks from this club ignore all but magical armor.

13.  (O)   500g                BASHA’S BIG AXE OF BASHING                (+2 Attacks)
Magic Weapon
                (BD)
This legendary axe is all that is left of the once mighty Basha, Warboss of the Iron Skullz, after he stood rather too close to a drunken giant at the battle of Grim’s Crag.  The axe gives the wielder +2 Attacks in close combat.

14.  (E)    450g                SWORD OF RIGHTEOUS STEEL    (Hit on 3+)
Magic Weapon
                (All)
Swords made of steel can be blessed by a priest of Sigmar to enhance the fighting skills of their wielder.  The wielder does not miss in close combat except on a roll of 1 or 2.  This cannot be modified in any way.

15.  (O)   450g                HACKA’S  SWORD OF HACKIN’                (+3 to hit)
Magic Weapon 
               (All)
It was said, mostly by Hacka, that he fought alongside Azhag, and was the one who first proclaimed him ‘the Slaughterer’.  He also mentioned single-handedly killing Sigmar and being a drinking buddy of Gork (or possibly Mork).  Whatever the truth, Hacka acquired this slender and somewhat Elven looking sword from somewhere strange and nobody ever felt much like asking where.  Not after the last time, anyway.  The Sword of Hackin’ confers a bonus of +3 to hit.  Rolling a 1 is an automatic miss, of course.

16.  (E)    400g                SWORD OF POWER                (+2 Strength)
Magic Weapon 
               (All)
The wielder of this weapon is bestowed with supernatural strength.  The sword confers +2 Strength to all melee Attacks made by the character fighting with it.

21.  (O)   400g                FUMPA’S CLUB OF FUMPIN’                (+2 Strength)
Magic Weapon
                (BD)
Since the dawn of last Thursday, Fumpa’s club has been the traditional symbol of leadership among the Blacknose tribe.  Of course, to start with there were a few who didn’t see it that way, but they’ve all since been, er, convinced.  The Club of Fumpin’ confers +2 Strength bonus to all close combat attacks made by the wielder.

22.  (O)   400g                KURBOG’S CURMEDGEONLY CLOBBERA      
Magic Weapon
                (BDW)
The spite and lust for vengeance that ooze from this weapon leave those struck by it utterly dumbstruck and unwilling to attack lest they incur its wrath once more.  If an enemy model suffers one or more Wounds (after deducting Toughness) inflicted by the Curmudgeonly Clobbera he may make no Attacks next combat phase.  Only one model can be ‘clobbered’ at a time.  Other models that are hit whilst one is ‘clobbered’ suffer Wounds as normal but no additional effects.

23.  (E)    350g                HAMMER OF JUDGEMENT      
Magic Weapon
                (BD)       
This mighty hammer was carried into battle by Frederick the Bold, great-grandfather of Karl-Franz.  It’s strikes not only crush bones, but evil spirits as well.  Models hit by this hammer must make a Save vs. Death for every hit suffered.  If the test is failed, the hit does an extra d6 damage and ignores armor.  This test succeeds automatically against Ethereal creatures. 

24.  (O)   350g                ULAG’S AKK’RIT AXE                (Re-roll missed Attacks)
Magic Weapon
                (BD)
This axe looks suspiciously clean for a greenskin item, which gives away its magical nature.  In battle it writhes in the hands, seeming always to have a better idea than the wielder of how to hit the enemy.  The wielder may re-roll any to hit rolls that miss.

25.  (A)   300g                SWORD OF STRIKING                (+1 To Hit)
Magic Weapon 
               (All)
A Sword of Striking is possessed of a keen intelligence that guides it’s blade to the target.  The sword confers a to hit bonus of +1 to the character wielding it.  (A die roll of 1 is still always a miss.)

26.  (E)    300g                DRAGON BOW                  (Str 6 Hits)
Magic Weapon
                (BE)
A relic from the ancient Elven colonies in the Old World, this bow allows the wielder to outshoot the best archers in the Empire.  The Dragon Bow has a range of 36” and Strength 6.  hits from this bow count as being from a magical weapon.  This mighty bow can only be fired once per turn, regardless of any special abilities a character might have.

31.  (O)   500g                ARMOUR OF MORK                (+2 Toughness, Magic Resistance 5+)
Magic Armor   
             (BD)
Armour made with the aid of a Shaman (as one of the ingredients) is a strong defense against magic.  Counts as wearing Light Armor (+2 Toughness) which can be combined with other equipment normally.  Also gives the wearer Magic Resistance 5+.

32.  (O)   500g                IRONSKIN SHIELD                (+1 Toughness, 4+ Ward Save)
Magic Armor 
               (BDE)
This ancient iron-bound shield is rusty and battered, but its experience in battle gives its wearer much protection.  Counts as a shield (+1 Toughness) which can be combined with other equipment normally.  Also gives its bearer a 4+ Special Save.

33.  (E)    400g                DAWN ARMOUR                (+4 Toughness, -1 Movement)
Magic Armor   
             (Knightly characters or other humans that can wear Full Plate only)
An armor of burnished Estalian steel, enchanted by Gold Wizards so that any damage suffered by it disappears.  Counts as full plate armor which can be combined with other equipment normally.  In addition, re-roll any damge rolls made against the wearer if they break through Toughness and Armor to cause actual damage.

34.  (E)    350g                ARMOUR OF TARNUS                (+2 Toughness, 5+ Ward Save)
Magic Armor
                (BW)
This armor was worn by the warrior-wizard Frederick von Tarnus.  Counts as light armor which can be combined with other equipment normally.  If the wearer is hit by any attack that causes more than 3 Wounds of actual damage to him, he may make Special save on a 5+ to avoid it.  Wizards can wear this armor and still cast spells, as it was interwoven with Mithril specifically for this purpose.  The Wizard must expend 3 extra Power for each spell cast, however.  (Or add 1 to the difficulty level of the spell cast if using luck-based casting.)

35.  (E)    350g                SHIELD OF THE GORGON   (+1 Toughness)
Magic Armor 
               (BDE)
The hideous head of the mythical creature known as the Gorgon is depicted on this shield in such detail that it seems alive.  Even the fiercest enemies try to avoid it’s gaze which is rumored to turn living creatures into stone.  This shield confers +1 Toughness which can be combined with other equipment normally.  The wearer can force one model in base contact to lose 1 Attack.  In the case of creatures with different Attacks the wearer chooses which one is lost.  Special Attacks (like those of a Giant) are not affected.

36.  (O)   350g                ARMOUR OF GORK                (+2 Toughness, Re-roll Damage)
Magic Armor 
               (BD)
If armor is made with the correct rituals instead of just being bashed out of whatever bits of metal come to hand, it can be enchanted by a Shaman to offer extra protection.  Counts as wearing Light Armor (+2 Toughness) which can be combined with other equipment normally.  The wearer may force opponents to re-roll one Damage Die each time he is struck.

41.  (O)   300g                UGBRAG’S LUCKY SHIELD  (+1 Toughness, Ignore one Blow)
Magic Armor 
               (BDE)
Urgbrag had this shield made for him by a captured Dwarf smith, but the smith ‘forgot’ to tell him that the enchantment only worked once in each battle.  Counts as a shield (+1 Toughness) which can be combined with other equipment normally.  Also, the bearer discounts the first hit suffered in each combat.

42.  (E)    250g                BRONZE SHIELD                (+1 Toughness)

43.  (E)    200g                HELM OF THE SKAVEN SLAYER  (+1 Toughness)

44.  (O)   200g                NOBBLA’S ‘ELMET                (+1 Toughness, 6+ Ward Save)

45.  (A)   100g                ENCHANTED SHIELD                (+2 Toughness)

46.  (A)   500g                STAFF OF SORCERY                (As Wizard’s Guild)
Magic Item 
               (Wizard Only)
This Staff works exactly as the Wizard’s Staff except it also can dispel one enemy spell per adventure.  A Wizard may only ever have one such staff.

51.  (E)    500g                JADE AMULET                              (Ignore 1 Hit)
Magic Item  
              (All)
The Grand Theogonist sometimes grants a shard of the Jade Griffon, his badge of office, as a reward for great services.  The first time in an adventure that a wounding hit would take the wearer down to 0 Wounds, discard the Attack entirely.

52.  (E)    500g                SEAL OF DESTRUCTION                (Dispel Magic)
Magic Item
                (W, Witch Hunters and Inquisitors)
Once activated this seal can drain the knowledge of one spell from the mind of an enemy Wizard.  The seal can only be used once per adventure.  It dispels an incoming enemy spell automatically.  In addition, roll a d6.  On a result of 4+ the spell is removed from the caster’s mind and he can no longer cast it.  Spells cast from a Magic Item will only be removed on the result of a 6. 

53.  (O)   500g                STAFF OF BADUUM                (-1 Casting  Number)
Magic Item     
           (Wizard Only)
Shaman Baduum was a rebellious Savage Orc who messed with raw Waaagh! power once more than was healthy for him.  The result was one of the most spectacular explosions of a Shaman ever recorded in Orc legend.  His charred staff still retains an aura of power.  While wielding this staff all your Wizard’s spells have their casting number reduced by -1.  Alternatively, luck-based casters may add 1 to their casting rolls.  The staff is wielded at -1 to Hit and +1 Toughness.

54.  (O)   500g                BUZGOB’S KNOBBLY STAFF   (Re-roll Casting attempts)
Magic Item  
              (Shamans Only)
One day Buzgob the Orc Shaman went into the Great Green and never came back, leaving only his staff behind.  Tradition has it that his spirit lives on and can aid other Shamans who carry his knobbly staff.  Once per turn the Shaman can re-roll all the Casting dice for a single spell.

55.  (O)   500g                WARBOSS IMBAD’S IRON GNASHAS                (+1 Attack at normal Strength)
Magic Item 
               (Barbarian Only)
A huge metal jaw plate that belonged to the infamous Imbad - his psychotic spirit lives on within it!  The character wearing the Gnashas gains +1 Attack in close combat.  A 6 rolled to wound causes Additional Damage.

56.  (E)    450g                THE SILVER HORN                (Re-Roll Fear and Terror Tests)
Magic Item   
             (All)
This elegant hunting horn contains a potent spell.  Friends who hear it’s note are filled with courage.  Once per combat, the horn may be used to allow friends to re-roll failed Fear and Terror tests. 

61.  (E)    400g                THE ORB OF THUNDER                (Force Flying Creatures to Land)
Magic Item 
               (EW)
The Orb of Thunder contains a powerful spell that wreaks turmoil in the air.  The Orb of Thunder spell may be cast once per turn  on a 4+.  When the Orb of Thunder spell is in play, no flying creatures on the board can use their ability to fly and will have to move on the ground or at their normal Movement rate (2, if in doubt).  This also means that they can be pinned.  The spell lasts the duration of the combat.

62.  (O)   400g                BIGGED’S ‘ED KICKIN’ BOOTS  (1 Automatic Hit at normal Strength)
Magic Item 
               (BD)
Bigged - an old and boastful Orc - made his last boast in front of an Empire cannon.  Only his boots were recovered.  His vengeful spirit lives on (the odor of his feet lingers forever).  Iron-shod unpleasantness.  In close combat the wearer gets one additional automatic hit at his basic Strength value after his normal Attacks.

63.  (E)    350g                ALDRED’S CASKET OF SORCERY
Magic Item  
              (W)
The casket has the power to entrap and contain the power of magic forever.  If the bearer moves into base contact with an enemy caster, he can remove and capture one randomly determined spell.  The bearer can cast the captured spell in his own turn by releasing it from the casket.  The spell is then gone.  None of the Wizard’s power are required to cast the spell.  Any number of spells may be captured by the casket, and the bearer can cast each one once, either over many turns or all at the same time if he prefers.  Witch Hunters and Inquisitors can use the casket to entrap spells but will never release them.

64.  (O)   350g                SIZZLA’S SHINY BAUBLES                (Reflect enemy spell on 4-6)
Magic Item   
             (All)
Sizzla was one of the less lucky Orc Shamans of Azhag’s army and was turned to amethyst by an Empire Battle Wizard at the Battle of Osterwald.  All that survived the transformation was a small pouch containing Sizzla’s most treasured possessions:  his Shiny Baubles.  Roll a 1d6 for each spell cast at the bearer.  On a 1-3, the Shiny Baubles do nothing and the spell takes effect as normal.  On a 4-6, the spell is reflected back at the caster with all the normal effects. 

65.  (O)   350g                GUZZLA’S BACKBONE BREW                (Automatically pass a Fear or Terror test)
Magic Item    
            (All)
Brewed from narcotic mushrooms with extra chief spit and (most importantly) added ‘backbone’, Guzzla’s brew is the closest a greenskin gets to courage in a battle.  The character who carries this most potent of potions can take a swig when he is about to take a Fear or Terror test.  The character automatically passes ALL such tests he must make that turn and effects last until the end of combat.  There is only enough brew for one use.

66.  (E)    300g                THE WHITE CLOAK                (5+ Ward Save)
Magic Item   
             (BE, Kislevites)
This cloak has been enchanted by Ar-Ulric, the High Priest of the Sect of Ulric, the god of winter and war.  This item gives a 5+ Special Save.  Also, the wearer is immune to all cold-based spells/attacks.

 

Hero                                (Roll d66)

11.  (O)   750g                BATTLE-AXE OF THE LAST WAAAGH!                (+1d6 Attacks)
Magic Weapon  
              (Barbarian Only)
Revered subject of the Orc myth of the end of everything when Gork’s (or possibly Mork’s) chosen Best Boss Ragnar goes mad with an axe and destroys the whole world.  This is the famous Orcish day of Ragnarork.  In close combat the bearer receives a potentially whopping +d6 Attacks - roll randomly each turn to see just how crazed the wielder is that particular turn.  On a 6 the favour of Gork (or possibly Mork) is withdrawn from the wielder once his Attacks have been resolved - the weapon then functions as an ordinary Battleaxe for the rest of the adventure.

12.  (O)   750g                KLEEVA’S CLEAVER OF CLEAVAGE                (Ignores Toughness and Non-Magical Armor)
Magic Weapon
                (BD)
Even for a simple instrument of hacking, Kleeva’s Cleaver is a brutal looking weapon.  This weapon ignores the target’s Toughness and all except magical armor when rolling for damage.

13.  (E)    650g                THE MACE OF HELSTRUM                (-1 to Hit, +6 Strength)
Magic Weapon 
               (BD)
This mace was used in battle by the first Theogonist, Johann Helstrum.  It is said that it can shatter the very walls of a castle.  The bearer can forfeit all of his normal Attacks to make only one Attack.  Roll to hit normally (-1 to Hit for a mace).  If this one Attack hits, the hit is resolved at +6 Strength and causes an extra 2d6 damage on a Wounding roll of 6.                            

14.  (E)    500g                SWORD OF FATE              

15.  (E)    500g                SWORD OF SIGISMUND  (+1 Strength)
Magic Weapon  
              (BEW)
This sword, wielded in the crusades by the Grand Master of the Knights Panther, once belonged to Emperor Sigismund.  The wielder of this sword has +1 Strength and always strikes first in close combat, even before an enemy who has charged.  The bearer gets to make an Attack of Opportunity for each enemy that moves into an adjacent square to attack him, including when Monsters first are placed!  If the monsters also have the ability to strike first, if they are ambushing for example, then make an opposed Initiative check to see who strikes first.

16.  (O)   500g                KRUMPA’S CLUB OF CRUMPIN’                (Ignores Non-Magical Armor)

21.  (O)   500g                BASHA’S BIG AXE OF BASHING                (+2 Attacks)

23.  (E)    450g                SWORD OF RIGHTEOUS STEEL    (Hit on 3+)

24.  (O)   450g                HACKA’S  SWORD OF HACKIN’                (+3 to hit)

25.  (E)    400g                SWORD OF POWER                (+2 Strength)

26.  (O)   400g                FUMPA’S CLUB OF FUMPIN’                (+2 Strength)

31.  (O)   600g                ARMOUR OF PROTECTYNESS                (+2 Toughness, Slight Regen)
Magic Armor   
             (BD)
It’s not often that Gobbos get to name magic items, and this is the reason why.  The Armour of Protectyness was quenched in the blood of a Troll and has gained some of its regenerative powers.  As long as the wearer is not on zero Wounds, he gains one Wound at the end of each turn, up to his maximum.  Counts as wearing Light Armor, which can be combined with other equipment normally.

32.  (E)    500g                THE GILDED ARMOUR                (+3 Toughness, -1 Movement)
Magic Armor    
            (B, High Elf Warriors)
This golden suit of armour was a gift from the Elves of Ulthuan to Magnus the Pious after the Great War against Chaos.  Any weapon brought to bear against the wearer is repelled by an invisible force.  Counts as heavy armour which can be combined with other equipment normally.  Models attacking the wearer in close combat must pass a Strength test of Dif. 7 before rolling to hit for every Attack directed at the target.  If the test is failed, the Attack is lost.

33.  (O)   500g                ARMOUR OF MORK                (+2 Toughness, Magic Resistance 5+)

34.  (O)   500g                IRONSKIN SHIELD                (+1 Toughness, 4+ Ward Save)

35.  (E)    400g                DAWN ARMOUR                (+4 Toughness, -1 Movement)

36.  (E)    350g                ARMOUR OF TARNUS                (+2 Toughness, 5+ Ward Save)

41.  (E)    350g                SHIELD OF THE GORGON   (+1 Toughness)

42.  (O)   350g                ARMOUR OF GORK                (+2 Toughness, Re-roll Damage)

43.  (O)   300g                UGBRAG’S LUCKY SHIELD  (+1 Toughness, Ignore one Blow)

44.  (E)    250g                BRONZE SHIELD                (+1 Toughness)

45.  (E)    200g                HELM OF THE SKAVEN SLAYER  (+1 Toughness)

46.  (O)   200g                NOBBLA’S ‘ELMET                (+1 Toughness, 6+ Ward Save)

51.  (E)    700g                LAURELS OF VICTORY    
Magic Item 
               (Humans Only)
The most celebrated heroes of the Empire are decorated with golden laurels that are enchanted by the Imperial Wizards.  The sight of a warrior wearing this symbol of victory causes most enemies to run for their lives.  Pay attention to how many Wounds are given and taken by the wearer in combat each turn and double the amount he has caused.  Whoever has the most points at the end of the turn is winning the combat.  If the wearer is winning, the losing side becomes subject to the Break special rule unless they are Invulnerable to Psychology or cause Terror or are Demonic or Undead.

52.  (E)    600g                SHROUD OF MAGNUS                   (5+ Ward Save)
Magic Item  
              (All)
This shround was laid upon the body of Magnus the Pious after his death.  On it one can still see the features of the Saviour of the Empire.  This item gives a 5+ Ward Save.  A character carrying the Shroud is totally immune to Dark, Skaven, and Chaos magic.  Note that the spell will not be dispelled and that other members of the party will be affected normally.

53.  (A)   500g                STAFF OF SORCERY                (As Wizard’s Guild)

54.  (E)    500g                JADE AMULET                              (Ignore 1 Hit)

55.  (E)    500g                GREY WAND                  (as Wand of Diabolum)
Magic Item                (W)

56.  (E)    500g                SEAL OF DESTRUCTION                (Dispel Magic)

61.  (O)   500g                STAFF OF BADUUM                (-1 Casting  Number)

62.  (O)   500g                BUZGOB’S KNOBBLY STAFF   (Re-roll Casting attempts)

63.  (O)   500g                WARBOSS IMBAD’S IRON GNASHAS                (+1 Attack at normal Strength)

64.  (E)    450g                ROD OF POWER (Stores Power)
Magic Item  
              (W)
The Rod of Power absorbs magical energy which it’s bearer can use to boost his own spells.  At the end of each turn, the Wizard may use the Rod to store any unused power he has left over, up to a maximum of (6 + his Battle-level).  This stored power may then be used at any time to augment his spellcasting.  However, at the beginning of each turn, when the power die is rolled, roll 2d6.  If the result is lower than the amount of Power you have stored, those points are lost.

65.  (E)    450g                HOLY RELIC                     (4+ Ward Save)
Magic Item  
              (Sigmarites Only)
The most famous holy relic in the Empire is the icon of Sigmar carried by the Arch-Lector of Nuln.  The Holy Relic gives a Special save of 4+.

66.  (E)    450g                THE SILVER HORN                (Re-Roll Fear and Terror Tests)

 

Lord and Objective Room Chart           (Roll d66)

11.  (E)    1000g                RUNEFANG                                       (Ignore Toughness and Armor)
 Magic Weapon   
             (Imperial Noble, Emissary)
The Runefangs were made at the dawn of time for Sigmar’s twelve chieftains.  Now they symbolize the status of Elector.  This sword ignores the Monster’s Toughness and all except magical armor when rolling damage.  Only Imperials of rank can wield this item.  Others should try to see to it that they collect their reward from  the rightful owner.

12.  (O)   750g                BATTLE-AXE OF THE LAST WAAAGH!                (+1d6 Attacks)

13.  (O)   750g                KLEEVA’S CLEAVER OF CLEAVAGE                (Ignores Toughness and Non-Magical Armor)

14.  (E)    650g                THE MACE OF HELSTRUM                (-1 to Hit, +6 Strength)

15.  (E)    500g                SWORD OF FATE

16.  (E)    500g                SWORD OF SIGISMUND  (+1 Strength)

21.  (O)   500g                KRUMPA’S CLUB OF CRUMPIN’                (Ignores Non-Magical Armor)

22.  (O)   500g                BASHA’S BIG AXE OF BASHING                (+2 Attacks)

23.  (E)    450g                SWORD OF RIGHTEOUS STEEL    (Hit on 3+)

24.  (O)   450g                HACKA’S  SWORD OF HACKIN’                (+3 to hit)

25.  (E)    400g                SWORD OF POWER                (+2 Strength)

26.  (O)   400g                FUMPA’S CLUB OF FUMPIN’                (+2 Strength)

31.  (E)    1000g                ARMOUR OF METEORIC IRON      (+3 Toughness)
Magic Armor       
         (BD)
These suits of armor, forged by the Dwarf Smiths of Zhufbar long ago, are very rare.  The last known suit was seen being worn by the Barbarian Kali.  See Roleplay book for details.

32.  (O)   600g                ARMOUR OF PROTECTYNESS                (+2 Toughness, Slight Regen)

33.  (E)    500g                THE GILDED ARMOUR                (+3 Toughness, -1 Movement)

34.  (O)   500g                ARMOUR OF MORK                (+2 Toughness, Magic Resistance 5+)

35.  (O)   500g                IRONSKIN SHIELD                (+1 Toughness, 4+ Ward Save)

36.  (E)    400g                DAWN ARMOUR                (+4 Toughness, -1 Movement)

41.  (E)    350g                ARMOUR OF TARNUS                (+2 Toughness, 5+ Ward Save)

42.  (E)    350g                SHIELD OF THE GORGON   (+1 Toughness)

43.  (O)   350g                ARMOUR OF GORK                (+2 Toughness, Re-roll Damage)

44.  (O)   300g                UGBRAG’S LUCKY SHIELD  (+1 Toughness, Ignore one Blow)

45.  (E)    250g                BRONZE SHIELD                (+1 Toughness)

46.  (E)    200g                HELM OF THE SKAVEN SLAYER  (+1 Toughness)

51.  (E)    700g                LAURELS OF VICTORY    

52.  (E)    600g                SHROUD OF MAGNUS                   (5+ Ward Save)

53.  (A)   500g                STAFF OF SORCERY                (As Wizard’s Guild)

54.  (E)    500g                JADE AMULET                              (Ignore 1 Hit)

55.  (E)    500g                GREY WAND                  (as Wand of Diabolum)

56.  (E)    500g                SEAL OF DESTRUCTION                (Dispel Magic)

61.  (O)   500g                STAFF OF BADUUM                (-1 Casting  Number)

62.  (O)   500g                BUZGOB’S KNOBBLY STAFF   (Re-roll Casting attempts)

63.  (O)   500g                WARBOSS IMBAD’S IRON GNASHAS                (+1 Attack at normal Strength)

64.  (E)    450g                ROD OF POWER (Stores Power)

65.  (E)    450g                HOLY RELIC                     (4+ Ward Save)

66.  (E)    450g                THE SILVER HORN                (Re-Roll Fear and Terror Tests)