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Mythical Treasures for your Advanced Games of WHQ

Armour

Items

Weapons

 

Sorted into alphabetical order. Note that although all the treasures of Rising Blood are here, none of their actual descriptions are included. This is so that if a player is looking at this page, he will not be able to tell which items appear in the game. Also, these items have been mixed in with other ideas I have been having for types of treasure. Some of these other types will probably never appear in any quest I make but when the ideas come to me, I must write them down. You may use any of these items in your quests and I will not ask you to mention that you got them from this page as they may have been your own ideas too. Please also realise that most of the following items are far too powerful to ever be used. Still, they are here for all to see. Enjoy.

<Item Type> <Title> (<those basic characters who may use it>) <duration> <Gold value>gold

I hope that that example above for what is shown below is understood by all. Otherwise, read this next bit for a bit more of an understanding:

<Item Type>: What type of item the magical object actually is. It is not enough to say that an item is a "blade", it must be one only of many types of blade, such as "sword", "longsword", "broadsword", "axe", etc. to any new type of weapon like a "scythe". But don't be fooled! Just because it is a certain item, it doesn't mean that it has the same rules that appear in the settlement shops. It only has those attributes if it specifically says it does.

<Title>: Simply the name of the magical object.

(<those basic characters who may use it>): Between the brackets will appear any or all of the following four letters: B, D, W, E, for the four basic characters: Barbarian, Dwarf, Wizard, and Elf. All non-basic characters have been basically classified into one of these four groups. As they are all slightly different though, you will probably need to alter some of these items slightly to work well with those characters.

<duration>: How long the effect of the item will last. Such examples are "Permanent", "Use Twice, Then Discard", or "Once/Adventure". These are the words that appear at the bottom of each card in your treasure deck.

<Gold value>: How much the item will sell for in a settlement. If this value is negative, The item is "cursed" and means that the player must pay that amount in the settlement to have the item removed.

Cursed, Unique, and Artifact Items

Cursed items will affect a player as soon as they are either worn, drawn, or used. Worn items are those like rings, cloaks and armour. Drawn are always weapons and sometimes this is just a case of a player picking this item up. Used items are other things that the player will use rather than something else which may include orbs, gemstones, or even potions. They always have a negative gold value which is the cost to remove the curse and thus destroy the item in any settlement. While they are kept by the player, they must always be used in their situation. So if a player has drawn a cursed sword, he must always use it in Hand-to-hand combat. However, that player may still break from pinning and use a different weapon for missile attacks instead, as long as the cursed weapon doesn't stop him from doing so.

Unique items are items that there was only ever one created in existence. This type of item need not be very powerful but only one player in a group may ever possess such an item. These objects have a greater power stored within them than other magic items - even if they aren't more powerful - and so are less likely to be destroyed than other magical items.

Artifacts are ancient items and like unique items, there are only ever one of each of them in existence. But unlike unique items of which there can be found many in the Old World, Artifacts are extremely rare. Many of them have been deemed too powerful by many of the gods and have been taken away from the inhabitants of the world. This is because the artifacts have been said to have been created by Gods that the races have long since forgotten about, in a time when the magic was a lot stronger and more easily accessible. These items are indestructable which is why the gods today could only remove them from the races, not actually destroy them for all time. The other Artifacts of the Old World have been heavily gaurded by the most complex maze structures and the strongest of the dungeon dwellers.

And finally, the items shall now follow. Just one last thing though. As I am the author of Rising Blood, I do want you all to have a go of it and so, if you haven't already and you do want some of your players to find some of these treasures, I advise that you download those quests immediately. After reading the following of course…

Armour

Leather Armour Armour of Deflection (BDE) Permanent 500gold

This gives the wearer +1 to his armour value while he wears it as normal leather armour but it wont break like the normal stuff as this armour is magical. In addition to the bonus above, every time a missile weapon is about to strike the wearer (ie: the monster has succeeded in its to-hit roll), that player should roll a D6. On a 5+, the armour deflects the missile so that it causes no damage at all.

Full Body Armour Armour of the Spirits (BDWE) Permanent 550gold

This armour weighs nothing at all and restricts it's wearer in no ways whatsoever which is why the Wizard player is allowed to wear it. The armour covers the player's entire body and so no other main piece of armour may be used, only shields can be used with this armour. While worn, the player becomes faster and so gains the following benefits: +1 Initiative; +1 to Pinning rolls; +1 Movement; and every time the wearer is hit by an opponent, the wearer must immediately make a single - non deathblow - extra attack back at that opponent at +1 to-hit.

Chainmail Armour of Weakness (BD) Must always be used -1100gold *CURSED*

Once this item is worn, it cannot be removed until the appropriate cost is paid in a settlement. It reduces the player's basic toughness value to 1 and keeps it there as long as this armour remains on the player. So if another effect reduces the player's toughness more, this armour will keep it at 1. When this armour is removed, all such ignored modifiers that would normally still be in effect are now in effect. While this armour is worn, other items may still be used to increase the armour value of the player such as a helmet and shield.

Gauntlets Bracers of Luck (BD) Once/Adventure 300gold

While wearing these Gauntlets, a player may ignore the damage of any one blow, no matter what it's source was once in each adventure.

Gauntlet Gauntlet of the Slayers (BD) Once/Adventure 500gold

Please note that Dwarf Slayers cannot use this item as it is armour. Whilst the player wears this gauntlet, once/adventure, he may nominate a single attack before he rolls to-hit. If the hit succeeds, he immediately rolls 1D6 as a separate roll to the damage he will roll against this creature. If this D6 roll is a 5+, the creature is automatically slain. There is a very slim chance to ever even finding one of these gauntlets but if the player ever gets two of them, then in addition to having two lots of the ability above - one/gauntlet - the player may also use the following ability once/adventure. He can sacrifice his first attack in any one of his turns to slam the ground in his turn. When he slams the ground, a shockwave erupts that causes all monsters in the same board section as the owner to fall over. They must spend the remainder of this turn getting up and doing nothing else. All the remaining attacks that the players have this turn gain +2 to-hit these monsters. Also, if two gauntlets are ever sold as a pair, they are treated as being worth 600gold each so that together they will sell for a total of 1200gold.

Armour Jade Armour (BD) Permanent 650gold

-2 Movement. The wearer loses 1 unmodified wound each turn he continues to wear this armour. Each monster's phase, work out damage to the wearer as normal but don’t mark off these inflicted wounds just yet. At the end of the monster's phase, count up all inflicting wounds against the wearer. For each 10 wounds or part the player was about to lose, he instead only loses 1 wound.

Arm Bands Rage of the Wildcat (BD) Once/Turn 500gold

The wearer of these armbands may transfer his toughness to strength for the turn. His toughness drops to 1 (not including armour) and for each lost point of toughness, he gains a point of strength for this turn. The player must choose whether he uses this ability for the turn before the power roll is made for that turn.

Shirt Scout's Vest (BDWE) Permanent 400gold

This is just clothing so the wizard can wear it. The benefits of this vest can only be counted if the wearer wears no other armour with it. It gives the wearer the extra ability "Dodge 6+". For the Elf warrior and others who have a similar ability, they make two dice rolls where either dice needs to score a 6 to dodge. As well as this, the player can intertwine his movement, attacking, and any other actions he wants to do in a turn any way he would like instead of just being able to move and then attack. This extra ability can only be used if the player has remaining movement or attacks left, once he has used all of his characteristic for the turn, he may no longer do that action this turn as normal.

Shield Shield of Displacement (BDE) Only in the Dungeon 600gold

While using this shield, the player gains +1 to his armour value as normal. In addition, monsters who attack the player suffer -2 to hit that player. This second ability provided by the shield will not work outside a dungeon and so outside the dungeons, this is just a magical shield that gives the player +1 to his armour value.

Shield Shield of the Wolf (BE) Permanent 450gold

This shield provides no bonus to the warrior's armour value. Instead, it gives that player the following benefits: +1 Movement, +1 to Pinning rolls; and +1 to WS only on attacks against the warrior, not when he makes his own attacks. The player's WS can never exceed 10.

Clothes Silk Suit (BDWE) Permanent 500gold

This suit is clothing and so doesn't act as armour, although it's benefit of +1 to the wearer's armour value still keeps it here. This clothing may be worn underneath any other armour the player already has but must be worn under the armour so that a player who already wears something like the "Armour of Meteoric Iron" cannot wear this stuff. A player may still wear the "Armour of Meteoric Iron" over this suit though, just so long as he puts the armour on over the suit.

Full Body Armour Soldier's Heavy Armour (B) Permanent 750gold

This armour is counted as full body armour so the only other armour that a player may use with this armour is a shield. This armour is incredibly magical and increases the wearer's natural toughness - not his armour value - to 10!

Helmet Watching Helm (BDE) Permanent 1000gold

Each source that deals the wearer damage should first be reduced by "n" where "n" is the Initiative value of the player. This effect is magical and doesn't count as either Toughness or Armour. Rather, it is a magical sight that shows the player how to dodge the damaging effects.

Items

Amulet Amulet of Purity (No Evil Warriors) Permanent 350gold

While worn, all are convinced that your character always speaks the truth. Suitable WP and/or I tests may need to be taken to overcome this ability if a GM or Referee is present. Otherwise, all this amulet does is give the player 10% off any item bought at one of the 6 main stores found in any settlement.

Ring Band of Resist Poison (BDWE) Permanent 300gold

Giant Spiders cause the wearer no damage. Gigantic Spiders only cause the wearer 1/2 damage. All monsters that cause "poison" damage cause normal damage instead of poison damage to the wearer of this ring.

Gloves Blue Gloves (BDWE) Once/Adventure 1500gold *UNIQUE*

Once in each adventure, the wearer of these gloves may use them to stun monsters that are close by. To determine if the effect will work, the player must roll the number needed on the chart below according to the power roll for that turn.

Power Roll

1

2

3

4

5

6

Roll Needed

6+

5+

4+

3+

3+

3+

If the roll is a success, the player immediately rolls 2D6 and adds his WP to the score. After multiplying this result by 10, the total can be distributed around the monsters of the room as the player chooses. Each monster on the same board section as this player that receives more of these points than its current wounds score is affected. Affected monsters are stunned for 1D6 turns during which time they may do nothing at all and if attacked, should be treated as being "prone". After the turns are up or if a monster is attacked before its time is up, that monster is no longer stunned.

Cloak Bubble Cloak (BDWE) Permanent 400gold

While it is worn, the warrior may travel freely underwater and swim without actually interacting with the water in any other way.

Amulet Crest of Sigmar (Only for "Holy" Players and Dwarves) Permanent 550gold

While wearing this holy medallion, every power roll may help the wearer in certain ways. The effects last the duration of the turn only but each power roll will give the player something. Any power roll that is greater than 1 also gains the result that is one number directly below it. Eg: if a 5 is rolled for power, the wearer gains +1 to-hit and may re-roll one miss in the duration of this turn. Power Roll => 1-2: Nothing more this turn; 3: +1 Strength; 4: One miss may be re-rolled; 5: +1 to-hit; 6: +1 Toughness.

Crown Crown of the Ages (BDWE) Once/Adventure 800gold

Is this an item or armour??? The wearer may only decide that he is using this item on the turn where a combat first begins - following the rules that state that when more monsters arrive in a combat that is already going, this is still the same combat, not a new one. When the player decides to use it, nothing happens this turn. Next turn, the player gains +1 Attack, +1 Strength and +1 to Pinning rolls. On the turn after that, the player gains a further +1 Attack, +1 Strength and +1 Toughness. On the turn after that, the player gains a further +1 Attack, +1 Strength and +1 Damage Die. This means that on this turn, the player will have the following benefits: +3 Attacks, +3 Strength, +1 to pinning rolls, +1 Toughness, and rolls an extra damage die when wounding. But, if there are any monsters on the board at all after this final turn mentioned, the crown drains the wearer of his life and so he is immediately killed and removed from play. He may only be brought back with such items or spells that can "resurrect" the dead. If the crown ever kills a player in this way, it too is destroyed.

Crown Crown of the Orc Lord (BDWE) Must always be Used -250gold *CURSED*

While wearing this crown, the player gains and loses the following characteristics: +1 strength; +1 toughness; -1 Attacks; -1 to ballistic skill to-hit rolls; -1 weapon skill. If this reduces the players number of attacks to 0, the player may only attack once every second turn.

Potion Cura Brewa (BDWE) May be used until a 1 is rolled 200gold

When a drink is taken from this potion, the drinker gains 1D6 lost wounds. However, if a 1 is rolled, the bottle shatters and the potion is gone for good.

Crown Fay Crown (BDWE) Once/Turn instead of One Attack 500gold

While this crown is always worn, the wearer may turn any one adjacent undead creature once per turn instead of making one of his normal attacks. If the undead creature is turned, the player has destroyed it but only receives half the normal gold value for killing that creature. Using the following table, the player may turn any undead that corresponds to his battle level or a level lower than his own. For each level lower than his own, he may add +1 to the roll to attempt to turn the creature. He must roll 1D6 and score a 6+ for the creature that corresponds to his BL below.

1

Zombie

6

Wight

2

Ghoul

7

Mummy

3

Skeleton

8

Wight Lord

4

Tomb Gaurdian

9

Wraith

5

Ghost

10

Tomb King

It is up to a gamemaster or referee to decide what other undead creatures that have been created could fit into which spaces of this table.

Gemstone Firestone (WDBE) Use once then discard 350gold

The player must decide whether or not he will use this item before he rolls to-hit his target. If that hit is a success, that player gains +5D6 damage to this one hit. Whether or not the hit was a success, the stone is used up of all it's power and is now useless.

Amulet Flame Bearer (BDWE) Permanent 300gold

Every time the wearer is hit by a fire-based attack, roll for damage as normal but then divide that damage by 2 and round down if necessary. After this modification, apply the wearer's toughness and armour prevention to the blow if necessary.

Gemstone Gem of Holding (BDWE) Permanent 0gold

Once taken by a player, this gem will follow the player around indefinitely, floating out on it's own. The gemstone cannot be sold and is indestructable. It can be used by the player to store all his gold and unwanted items by simply touching them against the gem. All that can ever be removed from the gem however, is gold as any item that touches the gem immediately becomes it's value in gold inside the gem and is gone for good. Items that a player could not realistically take with him or carry cannot be stored inside the gem. Also, if a player is ever forced to lose an item for any reason, he can lose 1D6x100 gold instead.

Ring Gift Ring (BDWE) At the End of Each Adventure 350gold

After each adventure, the wearer of this ring should roll 2D6. On the result of 2, the wearer loses 1 starting wound permanently. On the score of an 11 or 12, the player instead gains one starting wound permanently.

Book Lavaburst (W) One turn/Adventure 500gold

When the wizard player has used this item, every player in the party nominates a single attack of theirs before they roll to-hit. If a player's hit is a success, that hit deals +1D6 extra wounds, ignores the defender's toughness, and is treated as "fire" damage. Fire damage is only useful if there is a referee or DM present and they have certain rules for fire.

Gemstone Oil Ruby (W) Once/Adventure until empty 20gold

This item's power only ever works in the deep of the dungeon and so outside it is useless. Thus, the amount above is correct as this is how much a player can sell this item for and only at the general store. The oil ruby may be used once/adventure and must be declared as being used before the power roll for the turn is made. Using the ruby doubles the power roll for the turn before the wizard's BL is added to the score. Each time the ruby is used in this way, some of the oil burns away and so at the end of an adventure in which this ruby is used, roll 1D6 and on the roll of a 1, the ruby is empty of oil so may never be used again.

Gemstone Orb of Thunder (W) One combat/Adventure 200gold

Yes yes, this is basically the item from the Warhammer Fantasy Battles game. This just creates the general sounds of thunder as no clouds could appear this far down without some serious magic going on. So when this item is used, for the remainder of the combat that it was used for, the monstrous ability "Fly" can no longer be used by anything.

Amulet Pendant of Sight (BDWE) Permanent 600gold

The wearer of this amulet receives +1 to-hit. At the beginning of each adventure, the wearer chooses a weapon in his possession. As long as he continues to use only that weapon from the beginning of the adventure, he deals +1 wound for every two battle levels or part thereof he has attained to each damage die rolled. As soon as he uses any other item that deals damage to a monster, this extra damage is lost until the beginning of the next adventure. The effects of this amulet never carry on between quests if a player continues to use the same weapon.

Potion Potion of Warmth (BDWE) One use then discard 150gold

This potion may only be used once but when it is drunk, the player gets two benefits. The drinker rolls 1D6 to see both how many wounds he has healed and for how many turns he is at +1 strength.

Gemstone Power Stone (BDWE) Use on a Once/Adventure item 250gold

This item may only be identified by either dwarves or elves. For this stone to have any effect, it must be attached to another item with a once/adventure use. Once attached, it can never be removed and for items that have multiple once/adventure uses, only one of these may gain this power. The power stone boosts the use to make it twice/adventure.

Potion Purple Vial (BDWE) One use then discard 350gold

This potion may be taken once and is then used up for good. The player who drinks it gains +1 strength and +1 toughness for the remainder of the current adventure.

Quiver Quiver of Zeslon (BDWE) Permanent 450gold

Arrows and Quarrels kept in this quiver become enchanted and so only miss their targets on a natural 1 to-hit.

Ring Ring of Ashain (BDWE) Use Once then Discard 300/0gold

When it is worn, the ring gives it's wearer +2 starting wounds permanently and then disintegrates, leaving the player with this effect.

Ring Ring of Balance (BDWE) Permanent 200gold

The ring must be worn to have any effect so that if it is removed while in the "deactivated" state, it will never reactivate. When it is found, it is in the activated state and it's effects occur once/turn according to the power roll for the turn:

Activated

Power

Deactivated

Wearer suffers 1D3 unmod. Deactivated.

1

Wearer suffers 1D6 unmodified wounds

Wearer is healed 1 wound

2-5

No effect

Wearer is healed 1D3 wounds

6

Ring is Activated again.

Ring Ring of Lost Time (BDWE) Once/Adventure 500gold

Once in each adventure, the wearer of this ring may use it to take another turn. As soon as this has been declared, all other things are halted as the player gets to make this additional move, attack, cast, search, etc.

Ring Ring of the Cat (BDWE) Used by the DM or Referee 200gold

Although this is a ring that a player can find and use, that player never actually states that they wish to use it, it's effects just occur now and then. Every time the wearer of this ring enters a new room that contains a secret door, the DM or referee should roll 1D6. On the score of a 6, the secret door is revealed to that player.

Robe Robe of Shadows (BDWE)

This robe bestows two effects on the wearer. The first is that it gives the player +2 to his toughness value. Note that this increase is considered to be extra toughness for the player, not extra armour. The second increase is that if a monster attacks the player while not using a magical weapon, he needs a natural 6 to-hit.

Amulet Runestone of Loriel (BDWE) Permanent 500gold

While this amulet is worn, the player gains +1 to all his ballistic skill rolls. If he is ever required to make a "difficult shot", he may add an extra +1 to his roll for each turn he does nothing but concentrate on the shot.

Glyph Scorpion's Rite (BDE) Permanent 500/0gold

Once used, the glyph fuses to the skin permanently. The player may now, if he uses two weapons that are the same, gain twice his normal amount of attacks in a turn. Benefits from both weapons, if magical, count towards all hits. So, for example, a Barbarian has 2 "Ogre Slayer"s (+2 Strength), a normal strength of 4 and 3 attacks. If he uses both these weapons, for each of his 6 attacks this turn (2x attack characteristic), he wounds with a strength of 8 (4 + each of the two weapon bonuses of 2 each). Similarly, if the same player has two "Parrying Blade"s, every attack that has hit him he is able to parry with two rolls instead of one. However, with weapons such as the standard Warhammer from any settlement, if a 6 is rolled to-hit, the player still only causes +1D6 wounds, not 2.

Scroll Scroll of Sleep (W) One use only 650gold

Once used, the scroll crumbles to dust and every player states whether they wish to be affected by this spell. This spell may only be cast in the warrior's phase and only if there are no monsters on the board but it requires no power to cast. The spell puts every player who is affected by it, to sleep for 4 turns. For each complete turn a player remains asleep, he regains a quarter of his starting wounds score to his current wounds score (ie: he is healed 1/4 the value of his starting wounds score) and a quarter of his once/adventure items that he has already used this adventure regain their power so that they can be used again. As long as all players are asleep, unexpected events only occur on a power roll of a 1 followed by a second roll of 1-3. If a player is woken up before the 4 turns are over, he may not go back to this magical sleep again. A player will most likely be woken up by an attacking monster. Monsters that attack sleeping players hit automatically and damage is only modified for the target's toughness, not his armour as well. In addition, for this turn of attacks, the players may not use any special abilities that prevent or ignore damage.

Amulet Spider's Rite (BDWE) 3x Once/Adventure use parts 500gold

(1): Once/Adventure, the wearer may create a sticky indestructable rope of an infinite length. (2): Once/Adventure, for one entire turn, the wearer way climb and hold onto any surface with no rolls required. (3): Once/Adventure, the player may spend an entire turn inside a coccoon. While inside, the player may only drink potions and use provisions, bandages, and the like. But while in this coccoon, the player can only be dealt damage from either a magical source or a fire source.

Ring Surge Ring (BDWE) Permanent 500gold

After the power roll is made, roll a D6. On a natural roll of 6, double the power roll for this turn and then add the Wizard's BL. This can stop an unexpected event from occurring.

Sheath Velvet Sheath (BDWE) Only one weapon at a time may benefit 250gold

While a weapon is used with this sheath, the blade will ignore up to 2 points of the defenders' armour during battle. This effect will make the blade magical for that combat if it wasn't already and any other effects the weapon already has will still work in addition to this magical effect. Only one weapon at a time may count the benefits of this sheath and weapons may only be switched to the sheath between battles.

Potion Vial of Holy Water (BDWE) Use once then discard 50gold

Although there is only one use in the vial, it may be used to either: heal 1D6 wounds to any player; or deal 1D6 unmodified wounds to an undead.

Goblet Warped Cup (BDWE) Once/Adventure 200gold

This cup may be drunken from once per adventure with the following 1D6 result:

1:

The drinker is immediately killed.

4:

Drinker has +1S & +1T for rest of the adventure.

2:

The drinker loses 1D3 starting wounds

5:

Drinker is fully healed

3:

No effect

6:

Drinker gains 1D3 starting wounds and fully healed.

Ring Warpstone Ring (BDWE) Changes Power Between Adventures 500gold

This ring should be immediately rolled for when first found. This D6 roll power lasts for the remainder of the adventure and then at the beginning of the next and subsequent adventures, it should be rolled for again by the wearer. Although the player may give the ring to other players, once the roll has been made for the rings power, it should not be made again.

1:

+1 to Ballistic Skill rolls

3:

+1 Toughness

5:

+1 Luck

2:

+1 Weapon Skill

4:

+1 Strength

6:

+1 Attacks

Weapons

Sword Black Blade (BDWE) Must Always Be Used -250gold *CURSED*

This sword counts as being magical for the purposes of combat. After it has been drawn, it is the only weapon the player may ever use until he has it removed at a settlement. Until this time, at the end of each adventure, the magical nature of the sword summons a Steed from the depths of hell to take the player to any settlement in just one week. The other players should decide, roll, and find out where they end up before this player rolls for his single week seperately.

2-Handed Sword Blood Drinker (BDE) Must Always Be Used -750gold *CURSED*

Once drawn or picked up, this sword may never be dropped again by the player until the curse is removed at a settlement. While not in combat, the player drags it along behind him by the handle with only one of his hands so that he may still open doors, pick up items, etc. with his other hand. While under the power of this sword, the player loses any magical sights that he may have once had and now must always remain within 5 spaces of the lantern or any other non-magical light source, lest he be lost in the dark. Other players who can see may guide him but if he is ever in combat and cannot see, he will do nothing each turn. The sword gives the player +4 Strength, -1 Initiative, and gives the player the extra ability "Frenzy 5+". For the Barbarian, he loses his "Berserk" Skill and instead gets "Frenzy 4+". This ability may be rolled for once each turn and if it is a success, the player remains frenzied for the remainder of the combat exactly as per the rules in the monster section of the Roleplay book. If there is no combat, the player can no longer be frenzied.

Longsword Breath of Flames (BWE) Permanent 1200gold

This sword deals an extra 2D6 wounds when it strikes it's target. If the to-hit roll was a natural 6, that blow also ignores the defender's Toughness value (but not armour). This sword is such a sight that it can actually cause some monsters to fear the wielder. Monsters should be tested in groups as the groups they were rolled in on whatever level chart you are using. The fear value of the player is 4 higher than his current BL and monster groups should be rolled for as 1D6 + the chart level they were rolled on. Monsters that cause fear themselves do not need to test as they are unaffected as will be the owner of this sword. Monsters that cause terror will be immune to the fear of this sword but the owner of this weapon must still take a fear test.

2-Handed Greatsword Deathsword (BDE) Permanent 1000gold

This sword gives it's wielder +4 Strength only while it is used in combat. After all modifications have been taken into account, lost wounds dealt by this sword may never be healed. Trolls can not regenerate them and wizards cannot heal them. Although a vampire can gain more wounds than he first had, he cannot gain more wounds than what his starting wounds score has been reduced to by this sword with his ability "Regenerate".

Longsword Elleanor's Fury (BEW) Permanent until Destroyed 650/0gold

When wielded, this weapon bestows the following benefits: +2 to-hit; +2 attacks; and +2 wounds to each damage die rolled. If a natural 1 is ever scored to hit however, the slender blade shatters from a heavy blow and is destroyed.

2-Handed Cleaver Emperor's Blade (BDE) Permanent 850gold

Although most characters may use this weapon, it is too bulky to wield effectively for most of them. Because of this, only Barbarians and other savages of Norsca may wear armour and use this weapon at the same time except, of course, for shields. Other warriors may not wear armour and use this weapon at the same time. When a warrior is working out damage with this blade, he should add +2 to his strength for the blow. The magical effect of this blade also allows the wielder to add +1 to any dice roll he makes for anything as long as he carries this weapon.

Sword Energy Sword (BDE) Permanent 1000gold

Whilst wielding this sword, the player gains the ability "Magic Resistance 5+" but this must be used against all spells cast upon that player, whether good or bad. In addition, every time the player successfully dispells a spell in this way, the sword draws the lost energy of the failed spell into itself to deal more damage. For each spell that is dispelled in this way, one blow that scores a hit from that sword can deal an extra +2D6 wounds. Multiple bonuses can be spread over multiple hits or can all be concentrated onto one hit but these bonuses can all be declared after the player has rolled to-hit. If the player has any of these charges remaining after the combat is over, they are lost.

Sword Felarion's Rage (WBE) Permanent 750gold

When a player makes a hit against a monster with this blade, they should immediately make an extra automatic hit against a monster in one of the 3 spaces behind the player as he faces his current target. This hit causes only 1D6+S wounds instead of the player's normal damage but the hit ignores the defender's armour. If the attack is part of a deathblow, only the original attack needs to kill the monster the player is currently facing. This extra attack against a different monster doesn’t affect the deathblow in any way.

Axe Freezing Axe (BD) Permanent 800gold

While a warrior uses this weapon, the air crystallises around him and he becomes an animated ice figure. Every turn the player uses this weapon, he loses 1D6 unmodified wounds but he also gains the following benefits: Ignore Blows 5+; Magic Resistance 5+; and doesn't suffer any damage at all from fire-based attacks. Monsters that the wielder successfully hits with this blade suffer -1 Attacks and -1 to-hit in the next monster's phase. These losses do NOT increase for the amount of times that the monster is hit in a turn.

Sword Gnarled Blade (BDWE) Permanent 400gold

When a player hits with this weapon, he gets an extra 1D6 to his damage roll for that blow.

Warhammer Hammer of Lightning Fire (BDE) Permanent & Once/Adventure 850gold

While this weapon is used, the warrior gains +1 to his to-hit roll and so only a 5+ to-hit is ever needed to gain the extra D6 damage as per the warhammer of the general store. In addition, the hammer may be used once in each adventure to cause 5D6 damage to a single creature in the wielder's line of sight.

Warhammer Hammer of Speed (BDE) Permanent & Once/Adventure 1000gold

This warhammer acts just as the normal warhammer from the weaponsmith in any settlement. In addition, the hammer may be used once/adventure at it's full power. For this turn, every attack that hits causes not 1 but 6 hits. Each of these 6 hits must be carried out against the same target even if that target has been killed before all of the hits have been used - these extra hits are wasted. In a deathblow, even if some of these hits are wasted, as long as the current target dies, the player can continue in his deathblow. Lastly, while the player uses this warhammer for this special turn, he has his Attacks characteristic reduced by 1.

Hammer Hammer of War (BDE) Permanent 1000gold

While using this weapon, the player may only make a maximum of 1 attack in each turn, although a deathblow may still be caused. Instead of the normal rules for a hammer, this hammer bestows upon it's user the following benefits: +2 to-hit, +1D6 damage on a natural 4 to-hit, +2D6 damage on a natural 5 to-hit, and +3D6 damage on a natural 6 to-hit.

Sword Jaspar's Trickery (BDWE) Permanent 650gold

This sword has been blessed with being invisible. For the first round of combat against a new group of monsters - but not against extra monsters that come in halfway through a continuing battle - the following monster abilities are ignored against wounds caused by this weapon: Dodge; Ignore Blows; Ignore Pain; Parry; Tattoos; and any other abilities that follow these rules. After the first round of combat, the monsters realise that the player wields an invisible weapon and so the abilities work as usual. If a player becomes invisible for a turn and is still allowed to attack, all attacks with this weapon hit automatically and, for this turn - whether or not it is the first round of combat - the above monster abilities are again ignored.

Sword Lightning Strike Sword (BDWE) One Combat/Adventure 550gold

When using this sword, the player rolls for damage in the normal way and then rolls a second group of dice equal to the first. If he scores any doubles - but not triples,etc - between the two sets of rolls, he may add the corresponding second die roll to his total damage. However, if he rolls a second 1, the lightning discharges itself into that player and he suffers 2D6 unmodified wounds instead of damaging his opponent. Once the player has decided he will use the sword, it's power will last until there are no more monsters on the board. After that, the player may only use the sword again next adventure.

2-Handed Staff Lord's Staff (W) Permanent 1000gold

+2 Strength while it is being wielded. After each quest is over, the staff may store any unused power tokens the wizard still has. When the players first find this staff, roll 3 sets of 2D6 each. Each 2D6 result corresponds to a spell level. Randomise each result amongst all spells of that level to determine the 3 spells stored within the staff. Each of these spells has only one use when the staff is first found but if a spell isn't cast in an adventure, it is stored within the staff as well. At the beginning of each following adventure, Each of the three spells stored in the staff gain an extra charge. These three spells may never be changed and each spell may only ever have a maximum of 5 charges in the staff. A charge may be used at any time and costs no power to use but once it is used, it should be marked off.

Um… Ah… It is a weapon, leave it at that. Phoenix (BDE) May be used until the target is missed 1000gold *ARTEFACT*

The pheonix is a bulky 2-handed artefact that is not only very hard to use but also very unpredictable. A player using it may only make one attack with it in a turn and must make that attack at -1 to-hit. As soon as a miss is made with this weapon, it will not work again until the next adventure. An attack that does hit scores 5D6 wounds, unmodified for toughness or armour, against the target. Now roll 1D6. The blast continues - whether or not the target was killed - to the left of the target on a 1-2, the right of the target on a 3-4, or beyond the target on a 5-6. If this space is a wall, this effect is halted. If this space is an item, that item is automatically destroyed. If this space contains someone, whether friend or foe, that someone takes 4D6 damage unmodified for toughness or armour. Then roll another 1D6. 1-2 means the path of fire turns left, 3-4 means it turns right, 5-6 means it continues on in the current direction. Each further target takes 1D6 less damage than the previous target until, after 5 targets have been hit, the fire ends. This also means that the player wielding the pheonix can technically hit himself if the line of fire spins around too far.

Staff Rage of Fire (W) While Wielded 750gold

While the wizard uses this staff in battle, he gains the following benefits: +1 Strength; +1 Attacks; and +1 to-hit. As well as this, the staff also has 10 fireball uses stored in it. Each use casts the spell "Fireball" once at no cost and the staff may be used to cast up to the same number of fireballs as the wizard's BL each turn. So, a BL 7 wizard can use this staff to cast up to 7 fireballs in a turn at no power cost as long as he still has that many uses remaining. After a fireball has been cast from this staff, its use is drained and can only be replenished at a wizard's guild. 1D6x100gold in payment will restore all uses to the staff.

Greatsword Rustic Sword (BDE) Permanent 150gold

While using this sword in battle, the player gains +4 strength. However, even while he doesn't use it - but also while he does - the sword slows that player's actions down with -2 Initiative as long as it remains in his possession. For who goes first and the like, he should be treated as if he has 2 less initiative than what he did before.

Axe Skaven Bane (BD) When used against Skaven 300gold

When used against skaven, this axe causes an additional 1D6 unmodified wounds against the target with every hit.

2-Handed Sword Sword of Radiance (BDE) Permanent 500gold

This weapon projects a magical "radiance" when used which acts as a spell. This spell causes all monsters attacking the wielder to suffer -2 to-hit and -1 attacks. However, because this effect is counted as a spell, creatures with a magical resistance may be immune to it if they pass their test. These monsters should test once each turn until they have successfully passed the test whereupon they are considered to have passed the test in each subsequent phase as well. Please Lads, only give this item to higher level players as lower level monsters will be too easily slaughtered by it.

Sword Sword of Secrets (BDWE) Must always be used -750gold *CURSED*

As soon as this sword is taken, the player will throw away his most used weapon - which will vanish and be gone for good - to be replaced by this one. Until the blade's curse is removed at a settlement, this is the only weapon the player may use. It gives the player +2 to-hit and +1D6 damage but at the end of each adventure he must roll a die. On a score of 1 or 2, he gains a random chaos attribute (using the chaos warrior expansion pack's table) which becomes a permanent part of him. So even if the curse is removed, attributes remain forever. If the player's number of attributes ever exceeds his level at the end of an adventure, he must roll a die for each extra attribute above his level. If any of the dice rolled scores a 1, the player is called off to the chaos wastes by his new master. His adventuring days are now over.

Sword… kind of… Triararm (B) Permanent 750gold

Whilst the barbarian uses this heavy weapon, he suffers -2 to his to-hit rolls. But every hit counts as having hit 3 times instead of only once. So if he manages to hit with this weapon, that single hit counts as having hit 3 times. Work out each of these 3 hits individually and if these 3 hits combined kill the monster outright, a deathblow may be done as if this were a single attack.

Spear Twisted Spear (BDE) Permanent 500gold

While using this spear, the player may not cause deathblows. He can attack from 2 spaces away though. If he hits with this spear, he may immediately nominate to give up any or all the remaining attacks he has not yet made this turn. For each attack he gives up in this way, he gains more damage dice to this attack equal to the number of damage dice he would have rolled on those attacks he gave up. So that if 3 attacks were given up, each of which were going to deal 2D6 + S + other modifiers, the player would gain 6D6 damage to this blow + the total number of D6 he would have rolled as other modifiers.

Staff Twisted Staff (W) Always works 350gold

This staff just needs to be in the wizard's possession to work, he need not be using it. Every power roll that is made, the wizard adds twice his BL in power to the roll to determine how much power he has this turn. However, if a 1 is rolled, he gets no extra power and 2 unexpected events occur this turn instead of 1.

Unknown type of Bladed Weapon Vortex Blade (BDWE) One Turn/Adventure 800gold

This blade ignores the defender's toughness as well as any non-magical armour it may wear. However, because of it's spell like quality, monsters with magical resistance abilities and the like, may still use those abilities against the effects of this weapon. If a hit with this weapon causes at least one wound, and the monster fails all ability checks to save that it may have, it is automatically slain. However, the player who killed the monster only gains half the gold value of the monster after the combat and any rules or abilities the player has for killing monsters is treated as if the monster was only half it's original value.

Throwing Hammer Zon's Warping Light (BDE) Once/Turn instead of attacking 575gold

This weapon is actually a throwing hammer! It cannot be used to make normal attacks. It may be used once/turn instead of attacking normally that turn. A successful BS roll is required to hit the target but this weapon may also be used in the midst of battle. This means that the player using this hammer may still use it even if he is pinned but if he does so, he suffers -1 to-hit. If this attack is enough to wound the target and that target fails to pass any of it's magical resistance/dispells that it may have, immediately roll once on the monster table that is the same level as the target. The target transforms into one random creature of group rolled. Gold values, items carried, and abilities of the targeted monster change to those of the new generated monster. After the hammer is used, it magically returns to it's owner.

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