Warhammer Quest

Lizard Settlement

By Ted

  

Marketplace

Item

B

D

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W

Stock

Buy

Sell

Rules

Rope

X

X

X

X

5

30

5

Use to escape pit; lost or broken on a D6 roll of 1 or 2 after use

D6 Bandages

X

X

X

X

7

50e

5

Each bandage heals 3 wounds and is discarded when used; unused bandages must be discarded on a D6 roll of 1 or 2 after adventure

D6 Provisions

X

X

X

X

5

50e

 

Each provision heals 2 wounds and is discarded when used; unused provisions must be discarded after adventure

D6 Door Spikes

X

X

X

X

7

100e

10

Each spike holds a door shut for 1 turn; warrior must be adjacent to door to use; door can be broken down on a D6+Strength roll of 9+

D6 Skins of Lustrian Wine

X

X

X

X

5

50e

 

-1 WS; -1 Initiative; +1 Strength; +1 on Fear tests; effects last 1 turn (Wizards can’t cast spells for 2 turns)

Clothing

X

X

X

X

6

50

20

Replaces clothes lost adventuring

Trance Stone

X

X

X

X

7

300

75

If warrior takes no action and doesn’t move for a full turn, and there are no monsters on the board, the warrior heals 1 wound

  

Armorer

Item

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D

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W

Stock

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Rules

Leather

X

X

X

 

5

40

20

+1 Toughness; destroyed by first hit that scores a natural 6 for wounds or when wearer is reduced to 0 wounds

Furs

X

X

X

 

4

300

75

+1 Toughness; may be worn with chainmail or light armor at a penalty of -1 Movement and -1 to hit

Light Armor

X

X

   

7

1000

350

+2 Toughness

Shield

X

X

X

 

4

300

75

+1 Toughness; cannot be used with bow or 2-handed weapon

Temple Guard Helmet

X

X

   

9

750

250

+1 Toughness; can only be worn by a Saurus

 

Weaponsmith

Item

B

D

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Rules

Dagger

X

X

X

X

4

75

20

Strength 1; HTH or missile weapon; retrieve after all monsters are dead

Knife

X

X

X

X

2

40

5

Strength 1; can be concealed in boot

Sword

X

X

X

X

5

200

15

Normal Strength

Axe

X

X

   

4

150

15

Normal Strength

Throwing Axe

X

X

   

7

300

35

+1 Strength; HTH or missile weapon; retrieve after all monsters are dead

Javelin

X

X

X

 

6

150

15

Strength 3; HTH or missile weapon; retrieve after all monsters are dead

Spear

X

X

X

 

8

200

20

Normal damage; +1 Initiative in first round of combat; attack in ranks; HTH or missile weapon, 4+ to hit if thrown; retrieve after all monsters are dead

Club

X

X

X

X

4

20

0

Strength 3; destroyed if wielder rolls a natural 6 to wound (damage still counts)

Mace

X

X

   

7

250

20

-1 To Hit; roll extra D6 damage if To Hit roll is a natural 6

Halberd

X

 

X

 

7

250

75

+1 Strength; -2 Initiative; attack in ranks; cannot be used with shield

 

Fletcher

Item

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D

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Rules

Shortbow

X

 

X

X

5

150

20

Strength 1; shoots as many times as warrior has attacks

Blowgun

X

 

X

 

10

300

60

Strength 1; one shot per turn; ignores target’s armor when determining damage

Arrows

X

 

X

X

3

20

 

Enough to last one adventure

D6 Fire Arrows

X

 

X

X

8

100

 

On a hit, sets target alight on a D6 roll of 4+; burning targets take D6 additional damage (with not modifiers for Toughness or armor) each turn; fire goes out when damage roll is a 1 or 2

Blowgun Darts

X

 

X

 

8

50

 

Enough to last one adventure

Frog Venom

X

 

X

X

6

100

20

Use only on arrows, javelins, and blowgun darts; weapon ignores the Toughness of living targets when determining damage (daemons and undead, for instance, are not affected); enough to last one adventure; the Skink Fletcher will not sell Frog Venom to anyone but a Skink

 

Animal Trainer

The Animal Trainer in a Lizardman settlement will only sell to Skink characters.

Item

B

D

E

W

Stock

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Rules

Cold One

   

X

X

8

1000

300

Can carry all of a warrior’s gear between dungeons, reducing travel time by 2 weeks; adds 1 gold/day to living expenses in an Lizardman settlement or 4 gold/day to living expenses in any other settlement; upon departure from settlement roll a D6, Cold One is lost/stolen/eaten on a roll of 1; Cold Ones will not pull carts

Stegadon

   

X

X

10

5000

1500

Can carry up to 4 warriors and their possessions between dungeons, reducing travel time by 1 week; adds 4 gold/day to living expenses in a Lizardman settlement or 8 gold/day to living expenses in any other settlement; if a Wilderness Event requires a die roll to resolve a combat-related issue, the owner of the Stegadon may modify the roll by +1 or -1 (choose after the die is rolled);  upon departure from settlement roll a 2D6, Stegadon dies/escapes on a roll of 2