Warhammer Quest Treasures
By Barry Stockinger Jr
The following are items created by the author or from others. Many of the ideas came from other players, books, movies and magazines. I am sorry but I can not give proper credit to anyone that has inspired me, that would be longer then the list itself. Many of the items have been inspired by MAGIC cards, I just add those cards to my regular treasure deck.
ITEM NAME VALUE/VALUE IF USED UP
EBONY CHARM 350g
Dwarves only. The charm will restore 1 wound to the wearer as long as he has over 1/2 wounds. Can only be used by one person per game.
CLOCKWORK SWARM 300g/10g
A small metal box. When opened a swarm of clockwork insects escape and attack all enemies on the board section causing 2D6 points of damage, unmodified for armour. It is modified for toughness. Use once and discard.
ROCK OF SKULL CRACKING 100g/0g
A smooth round stone, bound in metal and covered in dwarven runes. Thrown weapon. Use once and discard. If hit roll 1d6, on 6 does 3d6 damage unmodified, otherwise 2d6 damage. If miss, item is still used up.
RING OF REGENERATION 250g/0g
Wearer can return to full wounds at any time. Use once and discard.
RED SCARAB 100g
Increases wearers Toughness by 1.
SHATTER AMULET 110g/0g
Allows wearer to destroy one item worth less then 300g. Use once and discard.
ARMOUR OF THORNS 300g
Elves Only. +2 to wearers toughness. Can not be worn with any other armour but may carry a shield.
ANCESTRAL SWORD OF DRAGON CLAN 850g
A very light long sword. A wizard can put up to 6 spell points in it. He can then use them to increase his chance to hit by +1 per point spent.
SAPPHIRE CHARM 250g
Wearer saves at 3+ against all spells good or bad. If removed during adventure it can not be put on again until next adventure.
AMULET OF KROOG 800g
Wearer regains 1 wound per turn unless he is below 5 wounds.
"Among the first allies Uzra gained were the people of Kroog. As a sign of friendship, Uzra gave the healers of the city potent amulets; afterwards, thousands journeyed to Kroog in hope of healing." -Taken from the MAGIC card of the same name.
HEELS OF SPEED 175g
Wearer doubles movement for 1 turn per game. Can be worn by females only.
BITING STEEL SCROLL 250g
Can be cast on one character. That character doubles all damage until a 4+ is rolled for the power phase. Use once per adventure.
IVORY CUP 500g/50g
Drinking from this cup gives user power to reroll up to 6 rolls (of any kind). Use once.
IVORY CHARM 350g
Spellcaster can store up to 6 spell points in the charm.
Short sword. +1 Weapon Skill, 1d6+Strength +1 damage. Wound on undead can not be regenerated.
SOUL NET 300g/0g
Weapon. Does 1d6 wounds unmodified to undead. Damage can not be regenerated. Does not harm anything but undead. If a 1 to hit is rolled the weapon is destroyed.
MALACHITE TALISMAN 300g/0g
Wearer get +1 attacks per turn. Each turn used roll a 1d6, on a 1 it item is destroyed.
SEEDLING CHARM 350g
Elves only. Heals 1 wounds per turn as long as wearer is over ½ wounds.
BLESSED WINE 300g/0g
Drinker has all wounds restored to full. Use once and discard.
"May the bounty of Kjeld enrich your days." -Taken from the MAGIC card of the same name.
BURNING SHIELD ASKARI 250g
Shield. +1 Toughness. If attacker rolls 1 he takes 1d6 wounds from heat.
"Any day that I ride my horse up to my ankles in the remains of my enemies is a good day." -Taken from the MAGIC card of the same name.
CLAY STATUE 250g
Small clay statue with dark elf runes on the bottom. When the statue is crushed it turns into a minotaur. The minotaur will attack a target of the casters choice. The minotaur will remain in the casters control until all targets are destroyed or it is. It will then vanish.
"Tawnos won fame as Uzras greatest assistant. After he created these warriors, Uzra ended his apprenticeship, promoting him directly to the rank of master." -Taken from the MAGIC card of the same name.
HOLY ARMOUR 650g
Metal plate armour. Can not be worn with other armour. Can only be worn by humans. Wearer gets +2 Toughness, +3 against damage from undead.
POTION OF MOVEMENT ESSENCE 200g/10g
Drinker rolls 1d6. His Movement is increased by that number for 1 turn. On a 1 the potion is used up.
GLASSES OF URZA 350g/0g
These fine seeing glasses allow the wearer to see into the next room and spot any monsters or traps. Roll 1d6. On 1 they brake and can not be used again.
SERRATED ARROWS 3g each
Does extra damage going in, staying in and being removed. This results in +1d6 damage. Each arrow can be used once. 2d6 arrows are found.
Long sword. Does 1d6+str+1 damage that can not be healed magically.
BLUE SCARAB 250g/25g
Will heal 2d6 wounds or permanent damage such as paralysis, poison, plague, tomb rot, etc for 1d6 wounds. Use once.
ANCESTRAL SWORD OF THE UNICORN CLAN 450g
Long sword. Wielder gets 2x his normal number of attacks. Causes 1d6+str damage.
RING OF WATER 200g
Wearer can walk across 8 spaces of water instead of performing his normal movement. Once per adventure.
STRIKE AT THE ROOTS 300g
Scroll. Can be used by anyone that can read. Does 2d6 damage to the enemy with the most wounds left. Use once per adventure.
ELEMENTAL WARD 200g
Scroll. Can be used by anyone that can read. Reader can not be harmed by fire or cold for 1 turn. Use once per adventure.
Can be used to ignore 1 event (dungeon or wilderness) completely by changing the flow of time. Use once and discard.
CASTLE OF WATER 200g
Scroll. Can be used by anyone that can read. Reader get +4 Toughness for 1 turn. Can be used twice per adventure.
"Up from the oceans rose a mighty fortress. And the water burned" -Taken from the Legend Of The Five Rings card of the same name.
KAERVEKS TORCH 200g
This acts as a light source the same as the tourch.
"The pulsing heat of the midday Sun burns in the Lions eye. -Stone inscription, source unknown" -Taken from the MAGIC card of the same name.
CHAOS CHARM 200g/0g
Each time the charm is used roll a 1d6. 1-The charm is destroyed. 2-Wearer receives +1 to Strength for that turn. 3-Wearer receives a +1 Toughness for that turn. 4-Wearer loses 1 attack this turn. 5-Wearer receives +1 Toughness and +1 Strength this turn. 6-Wearer receives +1 Attacks this turn.
JOLT COLA 300g/0g
Drinker gets extra turn. Roll 1d6, on a 3+ the drink is used up.
CLOCKWORK GNOMES 100g/0g
These small mechanical creatures will walk into a just lit room. Any creatures in the room will expose themselves as they investigate and the gnome is destroyed. If nothing is exposed the gnome can be used again.
ASHNODS BATTLE GEAR 200g
Magical steel plate armour covered in large spikes. Can not be worn with any other armour. Increases wearers Toughness by 2. All adjacent creatures (friend and foe) will lose 1 wound each turn. This is automatic and can not be reduced by toughness or armour.
"This invention shows why Ashnod was feared by her troops as well as her foes." -Taken from the MAGIC card of the same name.
ONYX TALISMAN 400g
Can be worn by wizards only. Allows wearer to roll 1d6 for each undead on same board section. If roll is over the number of wounds the target has he may control it for that turn.
BARBED SEXTANT 250g
An artifact from the days of early man. It can not do much but a collector will buy it.
ZELYON SWORD 250g
Long sword. +2 to hit. Causes 2d6+Strength damage. If user misses he takes 1d6 wounds unmodified for toughness or armour.
"No sheath can hold what finds its home in flesh." -Taken from the MAGIC card of the same name.
CLOCKWORK STEED 300g
This miniature mechanical horse grows to full size when activated. It can carry 4 warriors to a city in less then 1 week, no hazard rolls are necessary. Use once and discard.
CELESTIAL PRISM 100g per point
This glass prism contains 1d6 spell points. Once all are used discard.
JADE BOW 300g
+1 to hit, 1d6+1 damage. You can shoot as many arrows as you have attacks.
DRACONIAN CYLIX 300g
This golden cup enchants any fluid placed in it. The drinker gets 2 attacks per turn for 1d6 turns. He also suffers 2d6 wounds unmodified.
"There is no gain without sacrifice. -Icatian proverb" Taken from the MAGIC card of the same name.