Treasure Hunter
                            Treasure Hunter Guild
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When a Treasure Hunter reaches a town or city, and he has the required gold,
he may try to find the local Treasure Hunter Guild and pay for training, just
like the other warriors. The Treasure Hunter's Guild is a Special Location as
described in the Warhammer Quest Roleplay Book, and follows all the rules for
finding and visiting a Special Location.
The Treasure Hunter's training will take the form of learning fighting
skills, thieving, retrieving treasures and so on. Training will take one week
during which the Treasure Hunter will not need to pay his living expenses,
that is included in the price of training. The Treasure Hunter will be able
to roll on the Settlement Events Table or visit any other location, as he is 
too busy training. 
Also, it is possible to visit the Treasure Hunter Guild once per visit, even
if he isn't going to train. While in the guild, the Treasure Hunter can 
either train or visit the Guild Shop.
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                               The Guild Shop
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The Guild Shop is shop full of all the Treasure Hunters needs, Lock Tools,
rope, weapons, and other things.
                                 Cost Each

Equipment                        Cost(Buy)        Stock
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Rope                                30              5
Boots                               20              4
1D6 Smoke Bombs                     80              7
Knuckle Duster                     100              6
Sword                              200              6
Shuriken
(bag)                              120              7
Mithril Knives                     300              2
1D6 Darts                           60              8
Poison                             200              8
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Rope: Use to escape pit; after each use, roll 1D6, on roll of 1 or 2, the
      rope breaks and is discarded.
Boots:-
Smoke Bombs: Each Smoke Bomb can be used to confuse all monsters adjacent to
             the Treasure Hunter. When used, all monsters adjacent to the 
             Treasure hunter are at -1 on all To-Hit rolls for 1D3 turns.
Knuckle Duster: Strength 4; -2 on all To-Hit rolls.
Sword: Normal damage (1D6+Warrior's Strength)
Shuriken: Strength 2; missile weapon, thrown at -1 Ballistic Skill; ignore
                      armour when rolling for damage;bag contains enough
                      Shurikens to last all adventure. The Treasure Hunter 
                      can throw as many Shurikens per turn as he has attacks.
Mithril Knive: Normal damage (1D6+Warrior's Strength); the Mithril Knives are
               bought as a pair, so you only pay 200 gold; if ever a Treasure
               Hunter loses his Mithril Knives, he must go to the Treasure
               Hunter Guild and get a new pair as soon as possible. If the 
               Treasure Hunter does not have enough gold to get a new pair,
               he must sell any treasure necesery.
Darts: Strength 3; missle weapon.
Poison: Enough poison to be put on all darts no matter how many: When put on
        darts, causes extra 2 wounds.

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