Doodleblog
[[expanded_heroquest_treasure]]
Last edit on Jul 24, 2006 8:21 PM by marasmusine

Treasure

Every Monster Lair has a treasure chest. Roll 1d12 when opening it. On a roll of 1, the chest is trapped.
Then roll twice:


d12
First Roll
Second Roll
1
Map
Book of Special Training
2
6 arrows or 6 bolts
20 gold
3
Adventuring Equipment
Adventuring Equipment
4
20 gold
Drug or Poison
5
30 gold
25 gold
6
50 gold
50 gold
7
Rare Item
Rare Item
8
75 gold
75 gold
9
Triangular Key
Square Key
10
100 gold
100 gold
11
Magic Potion
50 gold
12
Magic treasure
Magic treasure

A map will reveal all trailing passages and areas beyond closed doors. Results of all hazards now currently on the map will be known (Mould, mushrooms, magic circle, etc)
Keys open locked doors. A locked door requires either a triangular key (1-6) or a square key (7-12)

Magic Treasure

2d12
Magic Treasure Type
2
Stones and Gems
3-4
Amulet
5-6
Wand
7-8
Ring
9-10
Shield or Helm
11
Weapon
12-13
Scroll
14-16
Potion
17
Arrows or Bolts
18-20
Bow
19-21
Sword
22-24
Armour

Corruption
Items listed below in italics are either Chaotic or Evil; heroes risk corruption if they ever use such an item.
At the end of the expedition, the character rolls 1d12 for every chaotic item in his possession. For each roll of 1, the character starts to be corrupted by chaos and must roll on the Corruption table in the Chaos section.

Stones and Gems
2d12
Stone or Gem
How it Works
2-3
Radiant Gem of Hoeth
The bearer may learn and cast Lesser Magic whilst wearing any armour.
4-5
Stone of Trap Creation
Throw using grenade rules. A random trap is created there that may be triggered by any model. One use only.
6-7
Stone of Summoning
Throw using grenade rules. A random monster is created on that square. If caster passes Intelligence check, the monster does the casters bidding, otherwise monster is hostile. The monster disappears at the beginning of the next exploration phase. One use


only.
8-9
Stone of Door Creation
May be used to create a door in a wall, or steps up or down in the floor. Roll 1d12, on a 5+, the door opens into a new area. On 1-4, there is nothing but bare rock. One use only.
10-15
Dawnstone
Contains 1d12 Fatepoints which may not be regenerated
16
Warpstone
The hero can sell this in town for 100gp. However, prolonged contact may cause a mutation. At the end of the exploration, roll 1d12. On a 10+, roll on the mutation table. If a character wants to mutate they can hold onto the
stone for another expedition.
17
Heart of Chaos
Wearer may go Berserk.
18
Black Gem of Gnar
One use only. Bearer and one model in his zone may not attack or be attacked for 3 turns.
19
Bane Head
Wielder may nominate one enemy per combat to be cursed - all attempts to hit him are re-rolled if they fail.
20
Soulstone
Bearer ignores his first failed Intelligence test when casting spells.
21
Chalice of Darkness
May be activated during combat. All wizards may only cast one spell for the duration of the combat. If they have already cast a spell, they may cast no more.
22-23
Heart of Woe
When the bearer dies, heart is destroyed causing 5DD to all models in his zone.
24
All-seeing Eye Of Numas
Re-roll to spot traps. Can cast Open Window with a successful Int test. Special dodge roll of 11+ in close combat. If any of these rolls is a 12, the character is effected by terrible visions and must miss his next turn or exploration phase. Animals will


go Berserk when fighting the bearer of this amulet.

Magic Amulets
Only one amulet can be worn at one time.
2d12
Amulet
How it Works
2
Talisman of Lore
+2 Intelligence when casting spells.
3
Amber Amulet
Bearer recovers 1 wound at the end of every combat unless he is dead.
4-5
Jade Amulet
Ignore the first wounds taken in each combat on d12 roll of 3+
6-11
Amulet of Warding
Bearer may reroll one wound he suffers everytime he is hit.
12-15
Amulet of Protection
+1 Toughness
16
Dragon's Claw
Two wound re-rolls and immunity to monsters Breath attacks.
17
Spellbreaking Torc
First spell cast against wearer each expedition fails.
18
Iron Collar
Ignore the first wound taken in each combat.
19
Skull of Katam
+1 to Intelligence rolls when casting spells.
20
Warpstone Amulet
Two wound rerolls (as per the Heroquest rulebook)
21-22
Chaos Amulet
Wielder always counts as being in partial cover.
23-24
Talisman of Obisidan
Spells from or to allies or enemies in bearer's zone fail on d12 roll of 3+

Magic Wands and Staves
Wizard may use without restriction.
Warrior-mages must pass an Int test.
2d12
Wand or Staff
How it Works
2
Wand of Recall
May be charged with up to 3 spells, using up components as normal. These spells may be cast at any time, even in situations when the wizard cannot normally cast spells.
3-4
Chalice of Malfleur
One of each spell from Light and Spirit. Each time it is used, roll 1d12. On a 1-2, the wielder suffers 1 wound.
5-19
Spell Wand
1d12 charges of one random spell.
20
Wand of Wonder
1d12 charges. The spell is randomized at the time of casting.
21-22
Staff of Damnation
1d12 charges of one spell from Necromancy or Dark schools, +1 to Int test.
23-24
Shaman Staff
1d12 charges of one spell from Animal or Chaos schools, +1 to Int test.

Magic Rings and Gauntlets
Either one ring or one set of gauntlets can be worn at once. Wizards may not wear gauntlets.
2d12
Magic Ring or Gauntlet
How it Works
2-3
Ring of Volans
Before each expedition, randomly select one spell. This spell may be cast once during the expedition.
4-6
Ring of Protection
+2 Toughness
7-9
Ring of Warding
9+ Spell Resistance
10-12
Ring of Protection
+1 Toughness
13-15
Ring of Warding
11+ Spell Resistance
16-17
Ring of Protection
+3 Toughness
18-19
Ring of Warding
Intelligence test spell resistance
20-21
Ring of Skill
Grants the wearer one random skill from the Trainable Abilities list.
22
Ring of Darkness
Opponents strike bearer at -2 to WS.
23
Gauntlets of Bazhrakk the Cruel
+1 Strength. On a critical fumble, the wearer automatically strikes a friendly model if there is one in reach.
24
Ring of the Barrows
Three wound rerolls.

Magic Scrolls
Wizards can use without restriction. Warrior-wizards must pass an Int test. No spell components needed for use. Once exhausted, the scroll is destroyed. Scrolls cannot be read if there is an enemy in the readers zone.
2d12
Scroll
How it Works
2-3
Plaque of Dominion
4 spells, +1 to Int test.
4-6
Spell Scroll
4 spells
7-10
Spell Scroll
3 spells
11-14
Spell Scroll
2 spells
15-22
Spell Scroll
1 spell
23
Neferra's Book of Mighty Incantations
One random spell from Necromancy or Dark college may be cast each expedition. Unlike other srcolls, this item is never exhausted.
24
Warp Scroll
Takes two turns to cast. Pass intelligence test at end of second turn. If passed, all enemies must make an intelligence test. If this fails, the model grows old and decays away. May use up a fate point to avoid this.

Magic Potions
Potions may be drank at the start of a turn if the character is not in an enemies zone. One use.
2d12
Potion
How it Works
2-3
Potion of Knowledge
Drinker may cast one randomly determined spell next turn.
4-5
Potion Sacre
On the following turn, the drinker may modify all die rolls he makes by +/- 2
6-7
Holy water
Thrown instead of making attack. Kills undead creature automatically.
8-9
Strength potion
+2 Str, lasts for 3 turns.
10-14
Healing potion
Restores wounds to max at beginning of next turn.
15-16
Speed potion
x2 speed until end of combat.
17-18
Resilience potion
+1T until end of combat.
19-20
Heroic brew
Gives one free attack for that round only.
21-22
Skalm
Healing Potion for Skaven only.
23-24
Skavenbrew
Potion which causes Berserk for one combat.

Magic Weapon
NB Swords have their own table.
Roll 2d12 for weapon type, then 1d12 to select Weapon Properties.
2d12
Weapon
2-3
Quarterstaff
4-5
Halberd
6-7
Flail
8-9
Mace
10-11
Dagger
12-13
Axe
14-15
Warhammer
16-17
Spear
18-19
Double Handed Sword
20-21
Double Handed Axe
22-23
Maul
24
Whip

1d12
Magic Weapon Properties
1-8
Roll once on the Basic table.
9-10
Roll once on the Special table.
11-12
Roll once on the Basic table and once on the Special table.

1d12
Basic Magic Weapon Property
What it Does
1-6
Puissance
+1 DD
7-10
Puissance
+2 DD
11
Rune of Smiting
+3 DD. Warhammers, Axes, Maces, Double-Handed Axes and Mauls only.
12
Rune of Cleaving
+1 WS. Warhammers, Axes, Maces, Double-Handed Axes and Mauls only.

1d12
Special Magic Weapon Property
What it Does
1
Biting
Critical Damage on 11+.
2
Keen
+1 to Critical Hit range.
3
Shattering
Destroys enemies weapon if critical damage is scored.
4
Piercing
Disregards Toughness bonus from enemies armour.
5
Scything
Once per combat, may roll damage dice against all models in his death zone; no roll to hit is required.
6
Weapon Pair
One handed weapons only. Found as a pair of weapons that grants the wielder Two Attacks.
7
Rending
Critical Damage automatically causes an extra wound.
8
Flaming
Automatically destroys flammable targets that it hits; Mummies, dryads, doors, furniture, etc.
9
Executioner
+1 extra DD, but Fumbles on 1-4.
10
Venom
Critical Damage on 11+.
11
Poison
+1 DD.
12
Agony
If the enemy is wounded, he must pass a Bravery test to be able to attack next turn.

Magic Swords
1d12
Magic Sword Properties
1-8
Roll once on the Basic table.
9-10
Roll once on the Special table.
11-12
Roll once on the Basic table and once on the Special table.

1d12
Basic Magic Sword Property
What it Does
1-3
Finesse
+1 WS
4-6
Puissance
+1 DD
7-9
Magic I
+1 WS, +1 DD
10
Magic II
+1 WS, +2 DD
11
Magic III
+2 WS, +1 DD
12
Magic IV
+2 WS, +2 DD

2d12
Special Magic Sword Property
What it Does
2
Spirit
Automatically destroys undead that it hits.
3
Heroic
Extra +2DD against creatures with Toughness 9+
4
Dispelling
If the sword wounds, the target's magical items are nullified until the end of the combat.
5-6
Darting
Reduces target's Toughness by 2 for wounding.
7-8
Sweeping
Free Attacks scored by the sword may be directed towards other enemies in the wielders death zone.
9
Piercing
Disregards Toughness bonus from enemy's armour.
10
Swiftness
+2 Speed.
11
Runic
Wizards may wield a Rune Sword.
12
Keen
+1 Critical Hit
13
Orc Bane
Free Attack against orcs.
14
Deamon Bane
Free Attack against deamons.
15
Rending
Critical damage automatically causes an extra wound.
16
Obisidan
If Critical Damage is scored, the enemy's armour and shield is destroyed.
17-18
Venom
Critical Damage on 11+
19-20
Poison
+1 DD
21
Possessed
Never Fumbles
22
Hydra
The wielder always gains a Free Attack when attacking.
23
Daemon
+1 extra DD. Critical Damage re-rolls of 1 cause the wielder 1 wound.
24
Fell
Increases Strength to 10. On a fumble, the wielder automatically takes 1 wound.

Magic Arrows or Bolts
1d12
Arrows or Bolts
What it Does
1-2
4 x Arrows of Death
+1 DD
3
2 x Bolts of Death
+1 DD
4-5
2 x Arrows of True Flight
Always hits target.
6
1 x Bolt of True Flight
Always hits target.
7-8
4 x Arrows of the Assassin
Critical Damage on 10+
9
2 x Bolts of the Assassin
Critical Damage on 10+
10
1 x Bird of Chotek
R30, 7DD, may only be used on targets with Flight, no bow required.
11
1 x Hail of Doom arrow
Splits into 1d12 arrows which may target any enemy in LOS
12
4 x Asp Arrows
Always hits target, +1 DD poison damage

Magic Bows
1d12
Magic Bow
What it Does
1-3
Short Bow
Range 20, 4 DD
4-5
Bow
Range 28, 4 DD
6-7
Long Bow
Range 34, 5 DD, min 6 Str
8-9
Crossbow
Range 34, 5 DD, 1 turn to reload
10
Elven Power Bow
Range 40, 6 DD
11
Bow Of Seeking
3DD, Range always counts as 1-3 spaces. All normal arrows fired from this count as Arrows of Death (+1 DD). Uneffected by partial cover. Will never hit elves, and will always fumble in order to hit dwarves within 2 spaces of the target.
12
Bow Of Loren
Range 40, DD equal to sword using wielders Str. May fire two arrows per turn at different targets.


Magic Armour
Roll 1d12 twice. Wizards may not wear armour unless otherwise specified.
1-4 Leather +1 T -1 BS -1 Spd
5-8 Chain +2 T -1 BS -2 Spd
9 Ithilmar Chain +3 T -1 BS -1 Spd
10-11 Plate +3 T -2 BS -2 Spd
12 Gromril Plate +4 T -2 BS -2 Spd

1-7 Roll 2d12 once.
8-11 Roll 2d12 twice. Re-roll duplicate results or duplicate spell resistances.
In all cases, no combination of results will give the user net bonus to BS or Spd, and give a net T bonus of at least +1.

2 Bone No Spd or BS penalty. May be used by a wizard.
3 Enchanted +1 T, +1 BS, +1 Spd
4 Brilliance Attacks against wearer are at -2 WS. Plate only.
5 Faerie -1 T, +1 BS, +2 Spd
6 Blackened Wearer takes 1 less DD whenever hurt.
7-9 Supple +1 Spd.
10-12 Elven +1 BS.
13-16 Magic +1 T.
17 Warding One wound reroll
18 Warpstone 9+ Spell Resistance
19 Faith Two wound rerolls
20 Crimson Fearsome
21 Rune of Fortitude +1 Wound. Plate only.
22 Rune of Spell Eating Immunity to all spells. Plate only.
23-24 Rune of Passage May pass through doors and obstructions as if they were empty spaces. Plate only.

Converting armour from the original magic armour list:
Mithril Magic Faerie Ithilmar Chain
Enchanted Magic Enchanted Ithilmar Chain
Dwarvern Magic Gromril Plate
Elven Magic Elven Ithilmar Chain
Borin's Armour Supple Ithilmar Chain
Att'la's Platemail Gromril Plate with Rune of Fortitude, Rune of Spell Eating, Rune of Passage.

MAGIC SHEILDS AND HELMS
Roll 1d12 twice. Characters may only wield one shield and one item of headgear. Wizards may only wear armour from the 'other items' catagory.
1-5 Shields
1-3 Magic shield +1 T, -1 BS
4-5 Magical greatshield +2 T, -2 BS, -1 Spd
6 Brilliant Shield +1, -1 BS, Ranged attacks against wearer are at -2 BS.
7 Dwarven shield +2 T, -2 BS
8 Shield of Ptolos +1 T, -1 BS, Ranged attacks against wearer count as being at maximum range.
9 Charmed Shield +1 T, -1 BS, Ignore first hit suffered in each combat.
11 Chaos Runeshield +1 T, -1 BS, Whilst in wielders zone, all weapons loose their magical effects.
12 Ironskin Shield +1 T, -1 BS, 11+ magic resistance
6-10 Headgear
1-4 Magical helmet +1 T
5-7 Dwarven helmet +2 T, -1 BS
8 Tomb King's Crown All undead in LOS gain +1 WS and +1 DD
9 Runic Crown of Kingship Wearer and all allies in LOS may reroll failed Bravery tests.
10 Golden Crown of Atrazar Discount the first group of wounds suffered on each expedition.
11 War Crown of Saphery Wizard only, allowing him to know one extra spell from his college whilst worn. Spell components are still required to cast this spell.
12 Executioners Hood Wearer will always be Berserk, +1 Strength, and is not knocked out or killed at 0 wounds.
11-12 Other Items
1-3 Sea Dragon's Cloak Enemies strike wearer at -1 WS, or -2 WS if the wearer does not move.
4-6 Cloak of Feathers Wearer gains Flight
7-9 Elven Cloak Wearer always counts as being in partial cover.
10 Vambraces of Lighting Two wound rerolls.
11 Boots of Pieter Wearer is uneffected by difficult terrain, automatically negotiates chasms and cliffs, climbing and jumping over pits, etc.
12 Sigil of Asuryan Automatically dispells the first enemy spell cast on each expedition. On a d12 roll of 7+, the enemy wizard may not use that spell again for the remainder of the expedition.


This should go somewhere: Tress of Isoulde, One use only. Strike with WS +4, dagger damage +4DD
Items that give spell resistance based on Bravery test.