Why?
Here I shall briefly attempt to explain why I bothered to write this table. In basics, I had always felt that the chances of finding magic treasure after almost every encounter was rare. I had also felt that the treasure table inside the role–play book left a little something to be desired, as the list of items was too short to last several adventures without warriors finding the same “unique” magical items over and over again. Then, when my wizard, elf and Brett. Knight all found and kept the same “unique” sword, I got thoroughly irritated, to put it nicely. However, what finally made my mind up for me was when two warriors on two following quests both found the same sword – The Sword of Vengeance. Now, the player who had originally found it had had it stolen from him, thus he became very peeved to see someone else find the blade that was “rightfully” his. ‘Now,’ I thought, ‘this never would have happened were it not for the short supply of magic items. Also, why the heck has a common monster got the Sword of Vengeance?? Surely an old sword or axe is far more likely!’
Thus, this table was created. Now, because of the increased chances of finding nothing, a common weapon or just gold, and to compensate for the fact that now the warriors are paying attention to the commoner weapons of the monsters, I suggest that the warriors either roll once for every monster they defeat (and this would help “joint” kills, as one warrior could take the gold, while the other could take the treasure) or they roll more often, say once each per encounter (yes. I like that better). A GM (or if you’re playing single play) could also allow the monsters to use the treasure they carry, but since this would take a long time for hoards of foes, it might be simpler just to stick to the old fashioned rules.
HAPPY QUESTING!
PHIL, CHAOS LORD
Your intricate search of dead bodies reveals nothing!
Sorry. This search revealed nothing but broken blades, seriously scarred armour and blood–stained clothes.
This foe wore now–ruined fabulous clothes – well, fabulous that is if you consider its living conditions – so, ignoring its worthless and broken equipment you raid its body for pouches of extra gold.
Roll as many D6 as you want and add up the score, multiplying by ten to determine how much gold you find. However, if any of the dice come up as ones, then you find nothing.
You discover an everyday item of killing.
Roll once on the Common Weapons Sub Table.
Your search reveals nothing spectacular. A common item of everyday general use is yours.
Roll once on the Common Items Sub Table.
You discover an everyday item of defence.
Roll once on the Common Armour Sub Table.
Jackpot! This foe must have either been very powerful or very lucky – he carried very select equipment!
Roll once on the Special Sub Table.
This enemy carried two items that may be of use to you.
Roll twice more on this table re-rolling any results of 2 and 12.
If you don’t have two ten sided dice to make up 1D100, simply (?) roll 20 six-sided dice and subtract 20 from the score. If you get a score of 0, re-roll… Oh! Just go and get two ten sided dice!!
This weapon is so hard to wield that you feel that only the strongest warriors could handle it.
+3 S; –1 to hit.
This weapon, possibly originally from a wraith, is very heavy and takes a lot of skill to wield effectively.
–2 to hit; Double handed; On a six to hit it causes an extra 2D6 damage.
Fashioned out of gold and hardened by magic, this weapon of a druid is a most beautiful object.
+1 A; –1 S; –1 to hit; Hits creatures only hit by magical weapons.
This spear is very heavy, and so may not be thrown, but may be used to jab at foes.
–1 to hit; +1 DD; Double handed; May attack in ranks.
This iron club–like weapon is so large that only the biggest warriors can make use of it.
–2 to hit; + 1 DD
This knife can be cleverly concealed inside a warrior’s boot.
Strength 1; May be concealed inside a warrior’s boot.
This glove has five large spikes on the knuckles.
May be worn whilst using another hand–to–hand weapon, in which case they cause an extra point of damage on a six to hit.
This broken blade would usually be thrown away, yet you feel it may come in handy.
–2 to hit; One use only, as it left in the foe’s wound; Causes a point of damage each monster’s phase, ignoring toughness; No effect on armoured foes.
These knives could be easily thrown at any of the warriors’ foes.
–1 to hit (against BS); Strength 1; May be retrieved after combat; Range 2.
How your foe came to possess it, you have no idea, but this is clearly the axe of a headsman.
Normal damage; Double handed.
This three–pronged thrusting weapon feels a lot lighter than it looks, but is still quite weighty.
–2 WS; +1 DD; +2 S; May attack in ranks; Double handed.
The great sword is a mighty weapon indeed, and is worthy of many great generals of history.
+4 S; –1 I; –1 A; Double handed.
This is your everyday, common pick, used, usually by dwarves, for mining out precious metals, but in this case it has previously been used as a weapon, and effectively – it is bloodstained.
–2 to hit; Double handed; +1 DD.
This, an item of sport usually, makes an effective throwing weapon.
Hits against BS; One use per combat, then it may be retrieved; Strength 2.
You have stumbled across a scythe, blood–stained and well–worn.
–1 to hit; On a six to hit the scythe causes an extra D6 damage; Double handed.
You have found an iron crowbar, used as a basic club.
No modifier for DD; Ignores toughness.
Engraved upon this dwarf axe is a single rune.
This is a normal axe with a single rune from the Dwarf Guildmasters (determine randomly).
This staff, merely a prop for the old or a defence for a traveller, is not a wizard’s possession, but may still come in handy.
+1 Toughness.
This musket is useless until the warrior can find some gunpowder and shot.
Need gunpowder and shot; Strength 8; –2 BS; 1 shot every other turn; If a shot kills, it carries on to the foe behind the victim, at –1 Strength.
This weapon is extremely heavy and may only be carried by the amazingly strong.
–3 to hit; +2 DD.
This huge weapon is very cumbersome, but has the potential to cause great damage.
–1 to hit; +1 DD
Favoured by mercenaries and cutthroats, pistols are best used in pairs.
Needs gunpowder and shot; Strength 6; One shot every other turn; Range of 6 squares
Made from the twigs of a thorn bush, the thorn whip has been a favoured weapon of adventurers for centuries.
–2 to hit; Attack In Ranks; +3 Strength; +1 chance of Deathblow hits.
Why he was carrying it you don’t know, but this foe attacked you with a spade!!
–2 to hit; If a monster is hit by this on a natural six to hit, he is rendered unconscious for one turn, and may be counted as prone.
The long bow is a slow weapon, but a worthy addition to a warrior’s backpack.
Strength of 4; One shot per turn; Needs arrows.
This weapon gleams with a beauteous light and is clearly oriental in nature.
+1 to hit; +1 A; Double handed.
This long thrusting spear does not look too hard to wield and also appears to be quite dangerous – a useful combination.
+1 Strength; Double-Handed; Attack in Ranks.
This huge glove has a long blade embedded in it, so a punch might cause more damage.
+1 DD; +1 Strength.
Made of a long chain and handle, the chain whip is heavy, but even a frail wizard can manage to use it relative ease.
–2 to hit; Attack In Ranks; + 4 Strength; +1 chance of Deathblow hits.
The weapon of a farmer is now yours for the keeping! Arrr!
–2 WS; +1 S; May attack in ranks; Double handed.
This weapon is a small, three–bladed dagger, often used to rip the innards out of an opponent.
Strength 3.
This weapon is too long for a dwarf and too short and precise to be ogre blade, so you guess it must be a human long sword.
+1 S; –1 to hit.
This weapon would need a great amount of skill to wield effectively.
+2 to hit; –1 T.
This morning star has three ball and chain elements to it, which, while it makes it difficult to wield, allows three hits in one go.
+2 S; -3 to hit; -1 A; Triple damage dice.
An ordinary dagger is yours for the keeping! Well done!
Strength 1; May be thrown or used in hand–to–hand combat; Range 2; May be retrieved after each combat.
Worthless, but not useless, this saw blade may be used as a knife when all other defences have been destroyed!
–2 to hit; Strength of 1.
The common axe – not a great weapon, but worthy of keeping.
Normal damage.
Being a sharper form of discus, throwing a chakram can be a brutal offensive technique!
Strength of 5; Ignores all but magic armour; One use, then it must be retrieved.
An oriental weapon, the shuriken is a small throwing star.
Strength of 1; -1 to hit; One use only, then lost.
The blowpipe is best used in hiding. If one lays in wait for the enemy, hidden, then the darts will seem to come from nowhere!
Strength of 1; -2 to hit; As many attacks per turn as shots; Needs darts.
This weapon serves as a last rapid attacking means for the weak. While a barbarian would probably just break the small sticks, these monk’s tools may aid a wizard’s pathetic strength. However, be watchful! These sticks are likely to leave you vulnerable to attacks!
+1 S; +1 A; -2 T.
This weapon requires great skill, so you may have a little trouble using it. However, a successful hit causes a great amount of damage.
+4 S; -3 to hit.
This knife is too long to conceal in a boot, but useful none–the–less.
Strength 2.
The weapon you have found is larger than most weapons of its kind, and will require great strength to use.
Roll once more on this table – the weapon that comes up is the weapon you have found; On top of the weapon’s normal characteristics, it puts you at +1 S and –1 to hit with it.
This farming implement is of little use as a weapon, but waste not, want not.
–2 S; Double handed.
This weapon is too short to be of any great use, but you feel it would be a waste to leave it behind.
–1 to hit.
This sword could be wielded defensively or as an attacking aid.
+1 S or +2 T; Double handed.
This is most likely an orc blade, fowl, evil, and also in bad condition.
Shatters on a natural roll of 1 to hit.
Two heads on a morning star means double the fun… and hopefully also double the kills.
+2 S; -2 to hit; -1 A; Double damage dice.
A curved blade has been found, such as might be used on the high seas.
+1 to hit.
This sword is extremely large and cumbersome. You feel it would take a skilled and strong warrior to use this.
+4 S; –1 to hit; –1 I; Double handed.
This flail is heavy and cumbersome, allowing only the big and strong to wield it effectively. However, if you can manage to use to its full advantage, none shall stand against you.
+3 S; -3 to hit.
This lump of wood is extremely heavy. You will need to muster a lot of energy to lift this weapon.
+2 S; -1 to hit; Breaks on a natural roll of 1 to hit.
This was surely the weapon of an ogre. It is a lump of wood with a metal spike stuck right through it. Most useful in a tricky situation!
On a natural roll of 6 to hit, +1 DD; Breaks on a natural roll of 1 to hit.
Maces are very old, thought up originally when early man destroyed his foes with clubs of wood, yet still they prove very effective in combat, even if somewhat difficult to wield.
–1 to hit; +1 DD on a natural roll of 6 to hit.
The warhammer is the weapon favoured by the Sisters of Sigmar, and any warrior priest.
+1 DD on a natural roll of 6+ to hit.
The gisarme has a long curved blade, useful for thrusting and sometimes even slicing.
+2 Strength; -1 Initiative; Double-Handed; Attack in Ranks.
This scythe is clearly designed for combat and is easy to handle.
Normal damage.
A sickle is the weapon of a druid, and of little use if one is not trained to use it.
+1 A; –1 S; –1 to hit.
Whoever made this weapon was clearly in need of a few lessons - it looks as if it were held together with troll vomit… and that might explain the corrosion.
Roll again on this table – the weapon that comes up is the weapon you have found; On top of any additional attributes the weapon might have, it breaks on a roll of 1 to hit.
Beware! Even a machete can be dangerous in the hands of a killer!
Strength 4.
Made of tough leather these fighting gloves can aid even a frail wizard in combat.
Strength 4; –1 to hit.
From the tall giant to the puny Snotling, anyone can use a whip… though to varying degrees of success.
–2 to hit; Attack In Ranks; +1 Strength; +1 chance of Deathblow hits.
Not only is this weapon hard to wield, but it is also… a spade!
–3 to hit; If a monster is hit by this on a natural six to hit, he is rendered unconscious for two turns, and may be counted as prone.
Your average flail is a reasonable weapon. It may be hard to wield, but it can cause irreversible wounds!
+2 S; -2 to hit.
This small, stone hammer is cheap and common, but also not a particularly special weapon.
Normal damage.
You can see why this weapon was discarded! It’s rusted almost beyond all use!
Shatters on a natural roll of 1 to hit.
This mining pick is very heavy, and only the strongest warriors can wield it.
–3 to hit; Double handed; +2 DD.
This is the pick of a professional! Not only is it good for digging with, but it is a pretty handy weapon too.
–2 to hit; Double handed; +2 DD.
This is the weapon of a duellist, and very long, requiring much skill.
+3 to hit; –2 T.
The halberd is more for show than for actual use in battle, but still, you may find it useful.
+1 Strength; -2 Initiative; Double-Handed; Attack in Ranks.
This is an ordinary, bog–standard sword. Nothing special.
Normal damage.
The morning star is a useful piece of equipment. It may be difficult to hit your foe with it, but you’ll only need to hit him once.
+2 S; -1 to hit; -1 A.
Large, but easy to wield, this weapon is a fine addition to any warrior’s inventory.
+1 DD.
Knuckle dusters are obtainable anywhere, and can be made very cheaply.
Strength 4; –2 to hit.
This weapon is a simple glove with long, slender, imitation claws which are more than capable of causing severe damage.
+1 A.
The glaive, with its curved blade and long handle, is best used from a distance.
+1 Strength; -1 Initiative; Double-Handed; Attack in Ranks.
Watch how you use this barbed whip… and also how you hold it!
–2 to hit; Attack In Ranks; + 2 Strength; +1 chance of Deathblow hits.
Used as a punishment, the cat o’nine tails is also a very effective weapon.
–3 to hit; Attack In Ranks; +1 Stength; Nine Attacks a single opponent; No Deathblows.
This spade is very large, and you feel it may be of some use to you… in the garden!
–2 to hit; Double Handed; If a monster is hit by this on a natural six to hit, he is rendered unconscious for two turns, and may be counted as prone.
The common pole arm has a long handle and a small thrusting blade.
Double-Handed; Attack in Ranks; Normal Damage.
This weapon was made for battle… just like you!
+1 S; Double-handed weapon.
You had better make sure that you have good aim before throwing one of these around.
+1 S; May be used as a hand weapon, or thrown; If thrown, it may be retrieved after all the monsters in the room are dead.
The short bow is for those who have little time and wish to fire a hail of arrows at their foes.
Strength of 1; As many shots per turn as attacks; Needs arrows.
You may not be able to use a shield with this axe, but, let’s face it, who needs a shield with an axe like this?
+3 S; Double-handed weapon.
The spear is a basic weapon used by many to pierce their foes.
No modifier for strength; May attack in ranks or Thrown against BS; Strength as warrior; Range 3; May be retrieved after combat.
The weapon of a mounted knight, the lance is not designed for dungeon use… still, your skills may be able to make use of it.
+3 Strength; -2 to hit; Attack in Ranks; -2 Initiative.
A javelin is a throwing weapon, swift and streamlined.
Thrown against BS at +1; Strength as warrior; Range 4; May be retrieved after combat.
These iron gloves are heavy, but a great aid to most warriors.
–1 to hit; +2 DD on a natural roll of 6 to hit.
The bow is a common dungeon weapon, and no warrior is complete without one.
Strength of 2; As many shots per turn as attacks; Needs arrows.
This weapon is a fine piece of craftsmanship! It is, without doubt, a rare treasure! The composite bow is not only powerful, but built for speed.
Strength of 4; As many shots per turn as attacks; Needs arrows.
Your searching reveals……… a lump of wood!
Normal damage; Snaps on a natural roll of 1 to hit.
Smaller than most spears, warriors rarely favour the short spear.
No modifier for strength or Thrown against BS; Strength as warrior; Range 2; May be retrieved after combat.
The X-bow is a powerful, but slow weapon.
Strength of 5; One shot per turn; Needs quarrels.
Built to fire rapid shots in quick succession, the pistol X-bow is useful, if somewhat hard to reload.
Strength of 3; Three shots every two turns; Range of 5; Needs quarrels.
This majestic weapon is a fine addition to your inventory! The great X-bow is possibly one of the best ranged weapons in the land!
Strength of 8; One shot per turn; Needs quarrels.
As used by small children, the sling is a childish weapon, but may be useful should you have to negotiate with a small, difficult child.
Strength of 1; -2 to hit; One shot per turn; Needs no ammunition.
For show… but also for attacking! The great halberd is an axe on a long pole with a couple of spikes coming from its top and back. Very nasty!
+2 Strength; Double-Handed; Attack in Ranks.
This flail is covered in long spikes, sure to aid a well-aimed blow to the skull in causing death.
+3 S; -2 to hit.
Covered in large, iron spikes, this weapon is deadlier than your average mace.
–1 to hit; +1 DD on a natural roll of 5+ to hit.
At first you think that all you’ve found is a big stick and an oily rag. Then, after a moment’s thought, you realise that you’ve actually found a torch! After another moments thought, you realise that you used your fully functioning lantern to find it.
May be lit with any flame; Lasts 1D6 turns before going out; Discard after use.
Sshow me the way… hic! … to go home!
-1 WS; -2 I (-1 for Dwarf); +2 S; +1 on Fear rolls; Effects last for one turn; No spell casting for two turns.
If you… have a dwink of beer… you tend to… be… a little off with the schwing… of your schword… but you alscho… tend to schtare… death… in the face… Hic! Schome people… even get a bit… VIOLENT!!! WAAAAAAAARGHHHH!!!
-1 WS; -1 I; +1 S (+2 S for Dwarf); +1 on Fear rolls; Effects last for one turn; No spell casting for two turns.
Honey wine is sweet enough to be enjoyed even by sprightly elves.
-1 WS; +1 S; Effects last for one turn; No spell casting for two turns.
Eww! This bread is all icky!
Restores two wounds; Must be used this adventure.
A swig of wine will not make you any stronger, but it will make you stare a minotaur right in the eyes… Why people drink, I’ll never know…
-1 I; +1 on Fear rolls; Effects last for one turn; No spell casting for two turns.
Your foes could have made use of this linen bandage. Had they done so, you might not have claimed possession of it now.
Restores three wounds; One use, then discard; At the end of each adventure, roll 1D6 – on a roll of 1, 2 or 3, the bandage has perished and must be discarded.
A peg leg! Not much use to you… which is probably just as well…
As I said, not much use… sell it.
You have to be very careful with firebombs ‘cause they have the tendency to go off unexp…
Thrown at an area of 2x2 squares; Causes 1D6 wounds with no deductions for toughness or armour.
You’ll look like the don in these trendy new threads.
Erm… you… err… look like the don.
There’s good news, and there’s bad news. The good news is that you’ve found some “food”. The bad news is, you found it on an orc.
Restores three wounds; Must be used this adventure.
When the lantern goes out, you can always rely on a candle… Providing you can find a flame to light it with, of course… Like a lit lantern, for example… Ah…
Each candle may be lit with any flame and will last 1D3 turns before going out; Discard each candle after use.
Possibly the most useful piece of equipment any warrior can possess – the lantern!
Allows you to see in non-magical darkness; Lights the room it is in, as well as all adjacent rooms; Any warriors not in the light of a lantern or other light source are “Lost In The Dark”.
Well, you’re probably already wearing some, but these boots are yours for the claiming… or for the throwing away, up to you.
Protect your feet from rocks and glass on dungeon floors.
Whoop-de-do! You have found… a robe!
C’mon! It’s a robe… what kind of special rules do you expect it to have??
This backpack may contain other treasures inside.
Roll 1D6 – on a 4+ there is something inside the pack and you can roll on the Master Table again.
Your foes will surely ‘quiver’ with fear if you shoot arrows at them now… Get it? Quiver! A joke! It’s funny! … … … Sorry… ::Looks down in shame::
No special rules… this is just a place for keeping arrows.
A full length of rope! No warrior is complete without one!
Use to escape pit; After each use, roll 1D6 – on a 1 or 2, the rope breaks and must be discarded.
Useless without gunpowder, but you may as well keep this shot in case you find some.
Can be used in a pistol or musket, in conjunction with gunpowder; Once you have used some of the shot it will run out at the end of that adventure.
If you find some shot and a gun, you can put this item to good use.
Can be used in a pistol or musket, in conjunction with shot; Once you have used some of the gunpowder it will run out at the end of that adventure.
Common arrows, used by most warriors.
Can be used in a bow; Once you have used some of the arrows they will run out at the end of that adventure.
You can’t sell them, so you may as well keep these crossbow bolts.
Can be used in a crossbow; Once you have used some of the arrows they will run out at the end of that adventure.
These can be used in a blowpipe… or just in a regular game of darts.
Can be used in a blowpipe; Once you have used some of the darts they will run out at the end of that adventure.
After a long, gruelling battle, in which many of your comrades have been sent to their graves and during which you’ve sustained many injuries, you are rewarded at long last by claiming… a belt?! Doesn’t it just make you wanna give up and start a more rewarding job like ‘Keeper of the Privies’?
Well… um… you can… wear it… and stuff…
A rich man’s headgear… made of real cat.
Just for show.
With this straw hat, you’re one step closer to fulfilling your dream of quitting your current job and becoming a farmer… and if this is the kinda crap that passes for treasure these days, is it any wonder you don’t wanna be an adventurer?
Well, if you wear this hat and stick a piece of grass in your mouth, and then go ‘Arrr’ a lot, people might think you’re a local farmer… though the armour, the sword and the battle scars may hinder your disguise a little.
Rummaging through the ogre’s pockets you find some old bones. Utterly, utterly useless!
Better luck next time!
Surprised that it is still in tact, you remove the small mirror from the goblin’s clenched hand.
No real use… unless you bump into a gorgon, I suppose.
You have found a small bottle containing a strange oily liquid.
Roll 1D3 to determine the type of oil you have found:
1 – Lantern oil… Worth 10 gold; Can be used to fuel a fire.
2 – Cooking oil… Worth 5 gold.
3 – Perfumed oil… Worth 20 gold.
Your foe wore a long, black cloak, which, although a little bloodstained and ripped, will still fetch a pretty penny at the market.
No special rules.
The dead chaos warrior carried many small pouches about his waist. You sit and slowly go through them.
For each pouch roll 1D6 – on a roll of 6, the pouch contains gold, and you may roll for gold, following the rules on the master table.
This enemy carried a large sack on its back. Excitedly, you empty it of its contents.
Roll 2D6 – for each die that comes up as a 4+, you can roll on the Master Table again.
This monster was a drunkard – no wonder you ran him through with such ease. Unfortunately, you cannot open the bottle, but you can sell it.
Roll 1D6 to determine what is in the bottle:
1 – Empty… Worth 5 gold (for the bottle itself).
2-3 – Fine Liquor… Worth 10 gold.
4-5 – Poison… Worth 15 gold.
6 – Magic Potion… Worth 20 gold.
Used to hold doors, spikes can be very useful when making a retreat… and unless you find items more useful than this, retreat seems likely.
Holds a door shut for one turn; You must be adjacent to the door when it is spiked; A door cannot be opened if it is spiked, and must be forced; To force a door, roll 1D6 and add the attacker’s strength – target of 9; One use then discard.
This is a rare treasure! A set of lock tools, as used by dwarven warriors!
To see if your warrior can open a lock, roll 1D6; On a score of 4+ the lock opens; On a score of 1, the lock tools break; Will not work on magical locks or locks which are specifically written not to be picked.
I know what you’re thinking – ‘It’s yet another one of those totally useless items!’ Well, you’re wrong. You can do lots of things with a pipe, as the special rules will show you!
You can smoke it… and… er… you can… not smoke it… um…
Wearing these beauties, you’re sure to walk with a swagger. Anyone wearing leather cuffs makes a proud fashion statement… oh, and they also might help you in battle… perhaps…
Deflects one blow on roll of 6+, then discard; May not be used in conjunction with gauntlets.
I wouldn’t keep these if I were you… Copper cuffs are hideous! They are so last year!
Deflects one blow on roll of 5+, then discard; May not be used in conjunction with gauntlets.
You are surprised this shield has survived its user’s death. The wooden shield is a pathetic defence used by amateurs!
+1 T; May not be used in conjunction with a bow or two-handed weapon; Destroyed by the first blow that scores a natural six or five for wounds or when the warrior wearing it reaches 0 wounds; Not effective against fire or magic.
You have found a leather shield – a reasonable defence, but not altogether amazing.
+1 T; May not be used in conjunction with a bow or two-handed weapon; Destroyed by the first blow that scores a natural six for wounds or when the warrior wearing it reaches 0 wounds; Not effective against fire or magic.
The great shield is made of iron, and can, therefore, protect your warrior greatly in combat. This is the shield of a professional!
+2 T; -1 M; -1 to hit; May not be used in conjunction with a bow or two-handed weapon; Not effective against fire or magic.
The bronze shield is favoured by most warriors, and can be sold for a tidy sum of money at a market if there is no need for its defence.
+1 T; May not be used in conjunction with a bow or two-handed weapon; Not effective against fire or magic.
This helmet is made of leather, and so is not great defensively or cost-wise.
+1 T; Destroyed by the first blow that scores a natural six for wounds or when the warrior wearing it reaches 0 wounds.
This helmet may deflect a few blows before it is destroyed, so your search hasn’t been a complete waste of time.
Each time a blow against your warrior hits, roll 1D6. On a natural roll of six, that blow is deflected. However, on a roll of one, this helmet is damaged, and must be discarded.
More for show, rather than use, the copper collar is specifically designed to hold off vampires and prevent decapitation.
Ignore one hit, then discard; Prevents the vampire’s ‘bite’ attack.
Made of bronze, this armour provides good protection without the drawback of slowing a warrior down.
+2 T.
The warhelm is the helmet of a soldier. This is a fine guard for a warrior’s head.
+2 T.
You have found a great prize! This helmet is the helmet of a true warrior!
+3 T.
The helmet of a knight! How did this beauty come to be down here?
+4 T; -1 M.
Worn by vampire slayers, the iron collar fits nicely around the neck, deflecting the odd blow and preventing vampire attacks.
Ignore two hits, then discard; Prevents the vampire’s ‘bite’ attack.
This cloth robe provides poor protection, but it’ll do for keeping you warm.
Absorbs the one hit on a natural roll of six, and then falls to bits.
This helmet provides more protection than your average helm, but you could buy a better one at the market.
+1 T; Each time a blow against your warrior hits, roll 1D6. On a natural roll of six, that blow is deflected. However, on a roll of one, this helmet is damaged, and must be discarded.
Made of bronze, this helmet may protect the back of your head, but watch out for blows to the front!
+1 T.
A fine work of art, but not necessarily great protection. The ceramic helmet will shatter if it is not looked after properly.
+2 T; Destroyed by the first blow that scores a natural six for wounds or when the warrior wearing it reaches 0 wounds.
Worn by those terribly afraid of vampires, the steel collar protects them from being bitten.
Ignores three hits, then discard; Prevents the vampire’s ‘bite’ attack.
Wow! A real bearskin! This ought to fetch a pretty penny when you get back to civilization!
+1 T; May be worn in addition to chainmail or light armour, in which case it causes –1 M and –1 to hit.
Made of leather, this armour is prone to becoming destroyed by direct hits. Still, it’s better than running about in rags.
+1 T; Destroyed by the first blow that scores a natural six for wounds or when the warrior wearing it reaches 0 wounds.
This is a suit of leather armour with added studs for extra protection.
+2 T; Destroyed by the first blow that scores a natural six for wounds or when the warrior wearing it reaches 0 wounds.
Made of linked chains, this armour is very durable and strong, and is consequentially the most popular choice of protection for warriors.
+2 T; -1 M.
Made of iron, this armour is extremely heavy, but provides good quality protection.
+3 T; -1 M (except Dwarf).
You have found a great prize here. Even if you don’t wear it, this steel armour can be sold for great wealth!
+4 T; -1 M.
This breast plate provides great protection and will not slow your warrior either.
+3 T.
Okay… Luck be a lady! … Could it be Armour of Dargan? No. … Is it the Hammer of Sigmar? No. … Sword of Vengeance? No. … It’s… 3 gold… bugger.
Take a treasure card… and good luck.
A magic item!
Roll on the Magic Items table in the Roleplay Book.
You have found a seemingly ordinary weapon… but it is engraved with a rune!
You have found a minor magic weapon. Roll once on the Common Weapons Sub Table to discover what kind of weapon you have found, and then roll on the small table below to discover what kind of rune or magic is embedded into it (N.B. in the case of a rune axe being the item found, the axe is engraved with this rune and the one that it comes with). The weapon’s ordinary rules apply, but it will also follow the rules for magic weapons too (hit ethereal beings, etc, etc), as well as any rules applying to the specific rune or magic it has working on it. To work out the item’s cost, add 100 to its ordinary cost and double the result.
7D6 |
Weapon Name |
Effect |
7 |
Bane X |
Roll once on the D66 Monster Table – this weapon causes double damage against all monsters of that race |
8 |
X of Heroes |
+3 DD when used against monsters with a T of 6 or more |
9 |
Hydra X |
Once/adv the weapon may be used to cause an extra 6D6 wounds per hit |
10 |
Rending X |
+2 DD; ignores 2 points of armour on a natural to hit roll of 5+ |
11 |
X of Death |
On a natural hit roll of 6, this weapon causes an extra 2D6 wounds |
12 |
Berserker X |
When used by the Barbarian, this weapon adds 1 to his berserk roll |
13 |
Bronze Sigil X |
+2 Initiative |
14 |
X of Ensorcelled Iron |
+1 to hit |
15 |
Biting X |
Ignores 1 point of armour |
16 |
X of Stone |
+2 T |
17 |
X of Leaping Copper |
+1 A |
18 |
X of Slicing |
Causes +2 wounds on a successful attack |
19 |
Bone X |
Once/adv you may trade in all of your attacks for one single attack that causes an extra (1D6 x your Battle Level) wounds |
20 |
X of Might |
+1 S |
21 |
Obsidian X |
After a successful hit, roll 1D6, and on a 4+ the target’s armour is ignored and destroyed |
22-29 |
Magic X |
This weapon is simply magical, and that’s all there is to it |
30 |
X of Resilience |
+1 T |
31 |
Parrying X |
May parry any single incoming attack on a roll of 4+ on 1D6 |
32 |
Blessed X |
Only misses on a to hit roll of 1 or 2 |
33 |
Energy X |
Stores 1D6 power points that can be used by a magic-user; if the weapon cannot be used by a wizard, re-roll this result; may be recharged like a staff |
34 |
X of Fury |
Stores a spell (take a spell card at random); once/turn the wielder can cast it by scoring its casting number or more on 1D6 |
35 |
X of Slaying |
Once/adv this weapon can be used to attempt to kill an enemy outright; requires a roll of 4+ on 1D6 to succeed |
36 |
X of Piercing |
Ignores armour if a 5+ is rolled on 1D6 after hitting; ignores magical armour on a 6+ |
37 |
X of Leaping Bronze |
+2 A |
38 |
X of Leaping Gold |
+3 A |
39 |
X of Destruction |
While drawn, the wielder and all adjacent models are unable to cast spells or use magic items; +1 wound on a successful hit; weilder gains the Magic Dispel 6+ ability |
40 |
Hellfire X |
On a natural roll of 6 to hit, in addition to the normal damage given out to the target, all adjacent models to the target (including your warrior) burst into flames and take (your warrior’s Battle Level D6) wounds each (no mods for T or Armour) |
41 |
Spelleater X |
Magic Resistance 5+ |
42 |
X of Vengeance |
Ignores T and all but magical Armour; the weilder may re-roll one miss per turn |
This item of defence has a strange shine to it…
You have found a minor magic piece of armour. Roll once on the Common Armour Sub Table to discover what kind of armour you have found, and then roll on the small table below to discover what kind of rune or magic is embedded into it. The armour’s ordinary rules apply, but it will also follow the rules for magic armour too (some skills work less well against magic armour), as well as any rules applying to the specific rune or magic it has working on it. To work out the item’s cost, add 100 to its ordinary cost and double the result.
5D6 |
Armour Name |
Effect |
5 |
X of Power |
+1 T; made of mithril, and so can be worn by a wizard; at the end of each turn a wizard may use this to store any unused power points left over from that turn, up to a maximum of (6 + his Battle Level); this power can be called upon at any time |
6 |
X of Meteoric Iron |
+3 T; fuses to the flesh and can never be removed once put on; cannot be carried away unless worn |
7 |
X of Obsidian |
Any spells cast by the wearer fail on a roll of 1 on 1D6; any spells cast by those adjacent to the wearer fail on a 4+ |
8 |
X of Stealth |
Once/adv you may ignore pinning |
9 |
X of Farseeing |
Grants night vision |
10 |
X of Fire |
+2 T against all fire-based attacks |
11 |
X of Fortune |
Once it has been put on, it cannot be removed until a settlement is reached; can absorb 30 wounds, but then explodes, taking its wearer down to 0 wounds |
12 |
X of Fury |
Stores a spell (take a spell card at random); once/turn the wearer can cast it by scoring its casting number or more on 1D6 |
13 |
X of Night |
Magic resistance 6+ |
14-22 |
Magic X |
This piece of armour is inscribed with a single, simple magic rune… and that’s it. |
23 |
X of Invisibility |
Once/adv may be used to become invisible (and thus invulnerable to enemy attacks) for one whole turn |
24 |
X of Swiftness |
+1 M |
25 |
X of Transformation |
Once/adv your warrior may take on the appearance (and only the appearance) of any creature; while transformed your warrior will not be attacked or pinned; the effects wear off (until the next time it is used on the next adventure) once your warrior initiates combat |
26 |
Protection X |
+1 T |
27 |
X of Wrath |
Once/adv your warrior may attempt to enter into a bloodrage; roll 1D6 and score 2+ to succeed and get double attacks for one turn; on a roll of 1, though you still get double attacks, you must attack the nearest warrior |
28 |
X of Seeking |
Avoid traps on a roll of 4+ |
29 |
X of Sorcery |
Stores two spells (take two spell cards at random); the wearer gains one natural point of power to use (in addition to the power roll) per turn; each time a spell is cast by the wearer, he should roll 1D6, and on a roll of 1 he is paralysed for the rest of that turn (and can be hit by any to hit roll result except a 1) |
30 |
Enchanted X |
May only be used with other armour if the wearer is BL 4 or above; +3 T |
A fine aid in battle!
Roll on the Weapons and Armour table in the Roleplay Book.
This is what adventuring is all about! Even if you can’t use it, it will fetch a pretty penny at the shops!
Roll on the Objective Room Treasure table in the Roleplay Book.