Hall of the Hag Queen (fan expansion for Warhammer Quest)
Hall of the Hag Queen (fan expansion for Warhammer Quest) Rulebook
Table of Contents
Table of Contents
Dungeon Cards
Bottomless Pit
Corridor
Hovering over a bottomless pit is a series of wooden planks tied precariously together.
See the Hall of the Hag Queen Rulebook for details about the Bottomless Pit.
Crystal Cave
Corridor
Protruding out of the cave walls are enormous crystals which seem to pulsate with energy.
The first time a Warrior enters this Board Section she rolls 1D6 and adds that number to the Power Phase roll. The total is the number of Wounds she heals, up to her Starting Wounds score.
Landing
Corridor
This shadowy corridor leads to a flight of steps.
This passageway will be empty unless an Unexpected Event is rolled during the Power Phase.
Choose one of two doorway positions.
Temple of Khaine
Objective Room
The statue of Khaine greets you as you enter this hall. At the stop of the stair is a glowing cauldron dripping with blood.
See the Hall of the Hag Queen rulebook for details about the Temple of Khaine.
Choose one of two doorway positions. (Printed twice, once along each side edge of the card.)
Water Cave
Dungeon Room
You find yourself hip deep in dark, murky water.
See the Hall of the Hag Queen rulebook for details of the Water Cave.
Event Cards
Monster cards in this set show a stat block, a To Hit table (Opponent's WS 1 to 10 against To Hit Foe), and a Special Rules panel. The printed value appears in the bottom corner.
1D6 Beastmen
Monster (M)
- Wounds: 6
- Move: 4
- Weapon Skill: 4
- Strength: 3
- Toughness: 4
- Attacks: 1
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 3, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 5, 10: 5
Special Rules
Throw Spears. As soon as they are placed on the Board, Beastmen throw spears which cause 1D6+3 Wounds.
After throwing their spears, Beastmen attack in hand-to-hand combat in the Monsters' Phase as normal.
Value: 100G each
1D6+2 Black Ark Corsairs
Monster (M)
- Wounds: 6
- Move: 5
- Weapon Skill: 4
- Strength: 3
- Toughness: 3(4)
- Attacks: 1
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 3, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 5, 10: 5
Special Rules
Dodge. When a Corsair is hit, roll 1D6. On a roll of 6 he dodges and the hit misses.
Dragon Cloak. Made from the scales of the Sea Dragons, when rolling Damage Dice against a Corsair, any roll of 1 or 2 is deflected and thus ignored.
Hate Elves. When a Corsair fights an Elf, he gets an extra Attack, but he is so wild that his attacks are -1 To Hit.
Value: 120G each
Chill of Naggaroth
Event (E)
A deathly, magical wind chills the Warriors to the bone.
Each Warrior must roll 2D6. If the total is more than the sum of his combined Strength and Toughness, then he must deduct -1D3 from his Starting Wounds score permanently!
Roll 1D6. On a 1, 2 or 3 draw another Event Card immediately.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
1D6+2 Dark Elf Crossbowmen
Monster (M)
- Wounds: 6
- Move: 5
- Weapon Skill: 4
- Strength: 3
- Toughness: 3(4)
- Attacks: 1
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 3, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 5, 10: 5
Special Rules
When shooting their crossbows, a Crossbowman needs to roll a 3 or more To Hit. The crossbow has Strength 4 and causes 1D6+4 Wounds.
Dodge. When a Crossbowman is hit, roll 1D6. On a roll of 6 he dodges and the hit misses.
Hate Elves. When a Crossbowman fights an Elf, he gets an extra Attack, but he is so wild that all of his attacks are -1 To Hit.
Value: 100G each
1D6+2 Dark Elf Warriors
Monster (M)
- Wounds: 6
- Move: 5
- Weapon Skill: 4
- Strength: 3
- Toughness: 3(4)
- Attacks: 1
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 3, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 5, 10: 5
Special Rules
Dodge. When a Dark Elf Warrior is hit, roll 1D6. On a roll of 6 he dodges and the hit misses.
Hate Elves. When a Crossbowm an (printed this way on the card) fights an Elf, he gets an extra Attack, but he is so wild that all of his attacks are -1 To Hit.
Value: 100G each
1D6 Dark Elves & 1D6 Crossbowmen
Monster (M)
- Wounds: 6
- Move: 5
- Weapon Skill: 4
- Strength: 3
- Toughness: 3(4)
- Attacks: 1
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 3, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 5, 10: 5
Special Rules
Armed with Crossbow (Strength 3). When shooting a Crossbow a Crossbowman needs to roll a 3 or more To Hit. It causes 1D6+4 Wounds.
Dodge. When a Crossbowman is hit, roll 1D6. On a roll of 6 he dodges and the hit misses.
Hate Elves. When a Crossbowman fights an Elf, he gets an extra Attack, but he is so wild that all of his attacks are -1 To Hit.
Value: 100G each
Dark Rider
Event (E)
The Warriors hear the braying and hoof beats of a horse and see the red eyes of a Dark Rider glowing in the distant darkness.
Dark Riders are heralds of the armies of Naggaroth, spying on the enemy and spreading mayhem and confusion. They are the eyes and ears of the Dark Elf Hag Queen, reporting back with vital information about the position, tactics, strengths, and vulnerabilities of encroaching enemies.
The next time Dark Elves appear in Combat, they know the Warriors' weaknesses and where to strike them and therefore cause an extra Wound when calculating Damage.
Keep this card to remind you.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
Demona Ryme, the Beastmaster
Monster (M)
- Wounds: 6
- Move: 5
- Weapon Skill: 4
- Strength: 3
- Toughness: 3(4)
- Attacks: 1
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 3, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 5, 10: 5
Special Rules
Demona wields the Whip of Obedience and is placed as a missile troop. She may make as many Attacks as listed in her profile, can attack up to 3 squares away (passed models or obstacles and around corners) and causes 1D6+5 Wounds.
Beast Handler. Demona is always accompanied by the Guardian Wardog, Julong. (See Special Card for more details)
Hate Elves. When Demona fights an Elf, she gets an extra Attack, but is so wild that all of her attacks are -1 To Hit.
Value: 300 Gold
Escaped Slave
Event (E)
A bloodied Elf with manacles still attached to his wrists and ankles staggers out of the gloom and collapses on the floor, dead. When there are no Monsters on the Board Section, the Warriors may search his body, whereupon they find a magical parchment that contains the instructions to move the standing stone from the Menhir Event. (Keep this card to remind you that you have the parchment.)
Trailing close behind the Elf is a group of Monsters. Draw another Event Card. If it is an 'E' Event, discard it and draw again until it reveals Monsters.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
Execution
Event (E)
A Wardancer is chained to the wall, his body bloodied and broken, although he is still alive. He is desperately attempting to tell the Warriors something but is abruptly interrupted.
Entering the room behind the warriors is the menacing figure of Husk Bawn, Har Ganeth Expert Executioner (see Special Card). Draw an Event card until it reveals the Monsters who attack with him.
During the confusion of combat, Husk Bawn will attempt to execute the Wardancer to keep him from revealing any information to the Warriors. At the start of each Monsters' Phase roll 1D6 and if the result comes up a 6, it means that Husk Bawn has managed to execute the victim.
If the Elf survives, he details the hidden locations of the dungeon inhabitants. For the rest of the Dungeon, anytime the rules state that Monsters Ambush, ignore it. The Warriors get one immediate Ambush Attack instead.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
1D3 Harpies
Monster (M)
- Wounds: 8
- Move: 5
- Weapon Skill: 4
- Strength: 4
- Toughness: 4
- Attacks: 2
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 3, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 5, 10: 5
Special Rules
Harpies attack immediately when they are placed on the Board and then attack again as normal in the Monsters' Phase.
Harpies are never pinned and will change targets each turn if possible.
Value: 200G each
Hatchling
Event (E)
A newly hatched baby dragon attaches itself to one of the Warriors (determined randomly) thinking that he is its mother. The little beastie flaps its wings loudly and periodically emits a deafening screech that reverberates throughout the caverns. The commotion attracts Monsters into the area, so as long as the babe is present, Unexpected Events occur on a roll of 1 or 2.
The baby dragon is protective of its new mother during Combat and the Warrior may add +1 to his Toughness as well as an extra 1D6 to his Damage roll.
The next time a natural 6 is rolled in the Power Phase, the baby dragon flies off, but not before imparting a gift to the Warrior he attached himself to: an item of Dungeon Room Treasure. This treasure does not count toward the Warrior's regular share.
The Warriors can kill the baby dragon quite easily, but if they do, its mother (a Black Dragon) will arrive and attack them immediately.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
2D6 Hobgoblins
Monster (M)
- Wounds: 4
- Move: 4
- Weapon Skill: 3
- Strength: 3
- Toughness: 3(4)
- Attacks: 1
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 4, 4: 4, 5: 4, 6: 4, 7: 5, 8: 5, 9: 5, 10: 6
Special Rules
Ambush, Magic A. When they are placed on the Board, a Hobgoblin immediately attacks before the Warriors can do anything (including casting magic). Hobgoblins attack again as normal in the Monsters' Phase.
Break. At the end of each turn during which a Hobgoblin is killed, roll 1D6. If the score is greater than or equal to the remaining number they are removed from the Board.
Value: 50G each
Lights of Asuryan
Event (E)
Strange, blue lights flicker magically across the cavern walls and the Warriors. Each Warrior must roll 1D6 on the table below:
- 1: The Warrior is blinded. He is -1 Weapon Skill for the rest of the Adventure.
- 2-5: The Warrior is healed +1D6 Wounds.
- 6: The Warrior is +1 Toughness for the rest of the Adventure.
Roll 1D6. On a 1, 2 or 3 draw another Event Card immediately.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
Menhir
Event (E)
A tall block of stone slides quietly in front of the unexplored doorway on this Board Section, blocking off the Warriors' route. The huge menhir is perfectly smooth and contains an intricate pattern of ancient Elf origin. It can only be unlocked if the Warriors have the parchment from the Escaped Slave Event. If the Warriors cannot open the menhir, they must turn back.
If there is no unexplored doorway then draw another Event card instead.
Draw another Event Card immediately.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
1D6 Naggaroth Black Guards
Monster (M)
- Wounds: 6
- Move: 5
- Weapon Skill: 5
- Strength: 4
- Toughness: 3(5)
- Attacks: 1
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 2, 3: 3, 4: 3, 5: 4, 6: 4, 7: 4, 8: 4, 9: 4, 10: 4
Special Rules
Fight in Ranks. A Black Guard is armed with a Halberd and may attack from up to two squares away, even past intervening Monsters or Warriors.
Hate Elves. When a Black Guard fights an Elf, he gets an extra Attack, but he is so wild that all of his attacks are -1 To Hit.
Value: 150G each
1D3 Ogre Mercenaries
Monster (M)
- Wounds: 13
- Move: 6
- Weapon Skill: 3
- Strength: 4
- Toughness: 5
- Attacks: 2
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 4, 4: 4, 5: 4, 6: 4, 7: 5, 8: 5, 9: 5, 10: 6
Special Rules
If an Ogre's To Hit roll is a 5+, roll 2 dice to see how many Wounds it causes, adding its Strength of 4 to the total.
Value: 400G each
1 Ogre Mercenary
Monster (M)
- Wounds: 13
- Move: 6
- Weapon Skill: 3
- Strength: 4
- Toughness: 5
- Attacks: 2
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 4, 4: 4, 5: 4, 6: 4, 7: 5, 8: 5, 9: 5, 10: 6
Before fighting the Ogre, draw another Event card. If it is an 'E' Event, resolve it before fighting the Ogre. If it is an 'M' Event, then fight them all at once!
Special Rules
If an Ogre's To Hit roll is a 5+, roll 2 dice to see how many Wounds it causes, adding its Strength of 4 to the total.
Value: 400 Gold
Raith Darkfoot, Dark Elf Assassin
Monster (M)
- Wounds: 7
- Move: 5
- Weapon Skill: 6
- Strength: 3
- Toughness: 3
- Attacks: 1(+1)
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 2, 3: 3, 4: 3, 5: 3, 6: 4, 7: 4, 8: 4, 9: 4, 10: 4
Special Rules
Ambush, Magic 6+; Assassinate 6+; Disappear 6+; Dodge 5+; Hate Elves; Never Pinned.
See Special Card for more details.
Value: 370 Gold. 370 gold for knocking Raith to zero Wounds.
Shrine of Khaine
Event (E)
There are two large statues here depicting Khaine, the God of Murder, covered in ancient and mystical Elf runes. One of the Warriors (determined randomly) can read the runes, which appears to be a riddle.
On their turn, if there are no Monsters on the Board, a Warrior can attempt to solve the riddle by standing in the circle and choosing a number between 1 and 6 (their answer). The Warrior must announce their choice out loud and then roll 1D6. If the result is not the number they choose, a magical bolt of energy shoots from the statues striking one random Warrior on the Board Section who suffers 1D6+1 Wounds with no deductions.
If the number rolled is the same as the one the Warrior announced, the riddle has been solved! A secret panel between the statues slides open revealing a cache of treasure! The Warriors find 1D6 Dungeon Room Treasures and 1D6x100 gold to distribute evenly!
Once the Warriors fill their packs, draw the next two Event cards. The Warriors receive no Treasure for those Events although they do receive the gold Value as normal for killing any Monsters that appear.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
Trap - Heavy Bolt Throwers
Event (E)
The disconcerting sound of Dark Elf bolt throwers can be heard just before the Warriors are set upon by a deadly volley of powerful bolts that fly out of tiny openings in the dungeon walls.
Each Warrior must roll 1D6, the result being the number of bolts that hit the Warrior. The Damage of the bolts are combined and cause 1D6 Wounds each. (For example, the Elf rolls a 5 which indicates that five bolts hit him. He avoids two with his Dodge skill and thus he takes 3D6 Damage with normal modifiers.)
Banner: NO TREASURE CARD FOR COMPLETING EVENT
Witch Lights
Event (E)
Creepy green lights sparkle all about the Warriors and one of them (determined randomly) is overcome with a murderous fury. He attacks every adjacent Warrior, inflicting 1D3 Wounds with no modifiers for anything before returning to normal.
Draw another Event Card immediately.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
Word of Pain
Event (E)
A wailing voice deep within the darkness utters the true name of Khaine, the Serpent Lord. The Warriors immediately experience an unbearable suffering unlike any they have felt before. Each Warrior must roll 1D6 and add their Toughness. If the total is less than 7, the Warrior succumbs to the pain and suffers 1D6 Wounds with no modifiers for anything. Each round hereafter, any Warrior who suffered the pain must roll again with the same results until they score a 7 or more.
Roll 1D6. On a 1, 2 or 3 draw another Event Card immediately.
Banner: NO TREASURE CARD FOR COMPLETING EVENT
Special Cards
Special Rules (Cauldron of Blood, reverse)
This parchment card is the rules sheet for the Cauldron of Blood Special Card.
Every Cauldron of Blood has the dark magic of Khaine coursing through it. The energy of the artefact drives Witch Elves into a wild killing spree.
Bloodlust. Any Witch Elf on the same Board Section as the Cauldron receives +1 Attacks. This includes Melusina, Griselda and Brunhilda.
Desecrating the Cauldron. The Warriors may desecrate the Cauldron of Blood by reducing it to zero Wounds. Once the Cauldron of Blood has been desecrated, it will no longer confer the +1 Attack bonus. A Warrior's attack on the Cauldron of Blood only misses on a To Hit roll of 1.
Cauldron of Blood
Hall of the Hag Queen Special Card
When the Warriors enter the Temple of Khaine Objective Room and see the awesome Cauldron elevated on the upper level, a murderous chill runs up their spine!
- Wounds: 10
- Toughness: 5
Special Rules (Husk Bawn, reverse)
This parchment card is the rules sheet for the Husk Bawn Special Card.
The merciless Husk Bawn has been appointed Head Executioner, Torturer and Interrogator by the Hag Queen. Bawn has a natural gift for generating pain and Melusina provdes [sic] him with plenty of prey as long as all of the blood that he spills fills her cauldron.
Executioner's Blow. Bawn is an expert axeman, highly skilled in the use of his huge blade, lopping off head and limbs with precision. If Husk Bawn ever rolls a natural '6' To Hit, he inflicts extra Damage. Roll a D66 below:
- 11-24: Expert Strike. The strike causes an extra Wound. (RPG: 1 Wound per Dunngeon-level [sic])
- 25-41: Precision Cut. The cut causes an extra 1D3 Wounds.
- 42-63: Powerful Blow. The blow causes 2x Damage.
- 64-66: Execution. The slice kills the target outright. (Time to use that Luck Point!)
Husk Bawn, Executioner
Hall of the Hag Queen Special Card
- Wounds: 12
- Move: 5
- Weapon Skill: 4
- Ballistic Skill: 3+
- Strength: 4
- Toughness: 3 (5)
- Attacks: 1
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 3, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 5, 10: 5
Value: 400 Gold
Special Rules (Julong, reverse)
This parchment card is the rules sheet for the Julong Special Card.
Ambush, Magic A. Julong gets to attack before the Warriors are able to do anything.
Never Pinned. Julong is never pinned.
Wardog Attack. Julong has one Attack each turn which is determined by rolling 1D6:
- 1: Trample. Pounces on one random Warrior on the same Board Section (moving models aside if necessary). Roll To Hit as normal. If successful roll 4D6 Damage ignoring 1's and 2's. Normal deductions.
- 2: Roar. Every Warrior on the Board takes 1D6 Wounds with no deductions for anything.
- 3: Snap. Attacks adjacent Warrior. Roll To Hit and Damage (2D6+4) with no deductions for Armour.
- 4: Claw. Attacks adjacent Warrior. Roll To Hit and Damage (2D6+4) as normal.
- 5: Mesmerise. One random Warrior loses 1 Attack in the next Warriors' Phase.
- 6: Jaws. Attacks adjacent Warrior. Roll To Hit and if succesful [sic], Julong causes 2D6 Wounds and immobilises Warrior. Subsequent enemy Attacks are +2 To Hit Warrior. Each turn Warrior may attmempt [sic] escape by rolling 1D6 + Strength. If a 7+ they are free. In the Monsters' Phase a trapped Warrior automatically suffers 1D6 Wounds with no deductions for anything.
Julong, Guardian Wardog
Hall of the Hag Queen Special Card
- Wounds: 10
- Move: 6
- Weapon Skill: 4
- Ballistic Skill: 4+
- Strength: 4
- Toughness: 4
- Attacks: 1 (Special)
To Hit table (Opponent's WS 1 to 10 / To Hit Foe): 1: 2, 2: 3, 3: 3, 4: 4, 5: 4, 6: 4, 7: 4, 8: 4, 9: 5, 10: 5
Value: 400 Gold
Special Rules (Raith Darkfoot, reverse)
This parchment card is the rules sheet for the Raith Darkfoot Special Card.
Ambush, Magic 6+. Raith attacks immediately when he is placed on the Board. Roll 1D6 and if the score is a 6, he attacks before the Warriors can cast magic. Raithg [sic] then attacks again in the Monsters' Phase.
Assassinate 6+. When calculating Damage, Raith's blows ignore the Warrior's Armour. In addition, if the To Hit roll is a 6, the blow also ignores Warrior's Toughness.
Disappear 6+. Roll 1D6 at the end of each turn. If the result is a 6, then temporarily remove Raith from theBoard [sic]. He will reappear at the beginning of the next Monsters' Phase, where he attacks as normal.
Dodge 5+. When Raith is hit, roll 1D6. On a score of 5 or 6 he dodges and the hit misses.
Hate Elves. When Raith fights an Elf, he gets an extra Attack, but he is so wild that his attacks are -1 To Hit.
Never Pinned. Raith Darkfoot is never pinned.
Raith Darkfoot (Special Card)
Hall of the Hag Queen Special Card
The Dark Elf Assassin Raith Darkfoot is on a mission of murder. His current target is one of the Warriors. Each Warrior must roll 1D6, the lowest score being the unfortunate mark.
Unbeknownst to the Warrior, they have been indirectly responsible for Raith's one failure as an assassin (the incident occurred in a long-forgotten and distant Settlement; an accident involving an old woman and a beer cart.
Raith will always attack the target Warrior if possible and gains an extra Attack against that Warrior until the end of the Adventure.
The Warrior that lands the killing blow on the Assassin finds on him a Black Lotus Antidote. When drunk, the liquid restores the Warrior's Willpower if any had been reduced due to Black Lotus Venom.
There is enough Black Lotus Antidote in the bottle for 1D3 drinks.
Value: 370 Gold
Banner: 1D3 USES, THEN DISCARD
Treasure Cards
Introduction Card
Hall of the Hag Queen introduction, printed on a card-sized sheet
Hall of the Hag Queen: These Treasure cards can be added into your games of Warhammer Quest, simply shuffling them into the Treasure Cards from the Warhammer Quest game. Some of the treasure cards can only be used by certain Warriors. If this is the case it is indicated on the card. Each treasure item is also worth a certain amount of gold if it is cashed in at the end of the adventure.
Dark Elf adventures: If you want a 'Druichii' feel to your game, Hall of the Hag Queen includes a selection of new Treasure cards specially designed for playing Dark Elf adventures. You should find there are enough cards for one adventure. Alternatively, you can shuffle these Dark Elf Treasure cards separately and place them on the top of your Warhammer Quest Treasure card deck so that they are found first.
Look out for the other packs of Treasure cards, all of which contain new and exciting items to include in your games of Warhammer Quest.
Deck Cover
Title panel printed on the cover card. Art only; the printed title lines are shown here.
Treasure Cards: Hall of the Hag Queen
A Warhammer Quest Supplement: 15 New Treasure cards for use with Warhammer Quest
Part No 200106
Captain's Cutlass
Dungeon Room Treasure Card
The point of this curved blade gleams with a viciousness that only a dirty, rotten sea scoundrel could appreciate.
The design of the Cutlass requires both finesse and strength and therefore it causes Damage Dice + Weapon Skill Wounds.
This magical Cutlass causes an extra 1D6 Wounds each time it hits.
Value: 500 Gold
Restriction: Barbarian only. Duration: PERMANENT.
Criscora's Crossbow
Objective Room Treasure Card
Criscora created this crossbow to defend her residence from a legion of Undead. It is said that over 100 ghastly creatures fell before she was finally overrun.
This Repeating Crossbow has a Strength of 3, range of 8, and can fire up to 2 shots per turn. It uses no quarrels, firing magical bolts of energy instead. In addition, the first bolt fired in each turn causes extra Wounds equivalent to the Power Phase roll. However, if the Power Phase roll is a '1', the crossbow cannot be fired that turn as it recharges.
Value: 1000 Gold
Restriction: Wizard only. Duration: PERMANENT.
Flail of the Chimera
Dungeon Room Treasure Card
This flail was used by Bretonnian Knights in their battles against a mutated army of Chaos.
A Warrior using this Flail is +1 to their Strength when calculating Damage.
In addition, your Warrior may nominate one of his Attacks each turn. If that attack hits with a natural 6, the attack counts as 1D3 hits instead. Roll the Damage for each hit separately.
Value: 400 Gold
Restriction: Barbarian & Dwarf only. Duration: PERMANENT/ONCE PER TURN.
Gavel of Judgment
Dungeon Room Treasure Card
Carried long ago by the Witch Hunter, Hernando Hellman, this magic item was used to subdue evil-doers so that they could be brought back to stand trial for their crimes.
This gavel may be thrown at any Monster within the Warrior's line of sight at -1 Ballistic Skill. If the roll is a natural '1', the Warrior is incapable of accusation, and the gavel mysteriously vanishes. If the roll is successful, the hit renders the target unconscious for the next 1D3 turns. A Warrior attacking an unconscious target only misses on a To Hit roll of '1'.
Value: 300 Gold
Duration: ONCE PER ADVENTURE / UNTIL VANISHES.
Greater Antidote
Objective Room Treasure Card
The liquid in this bottle is thin like water and has a floral aroma.
A Warrior who drinks this antidote will restore all the points to his Characterstics [sic] if they had been reduced due to Poison, Plague or a disease such as Nurgle's Rot.
This potion cannot restore Wounds that have been permanently reduced.
Value: 1500 Gold
Duration: ONE USE, THEN DISCARD.
Halberd of Defiance
Objective Room Treasure Card
This black halberd was created by the High Elves of Ulthuan to defend against the constant raids from Naggaroth.
When wielding this giant weapon in combat the Warrior gains +1 to his Strength, is +3 to his Toughness and may attack from up to 2 spaces away in hand-to-hand combat.
Value: 1500 Gold
Restriction: Barbarian & Elf only. Duration: PERMANENT.
Lesser Antidote
Dungeon Room Treasure Card
The liquid in this bottle is thin like water and has a floral aroma.
A Warrior who drinks this antidote will restore +1 point to his Strength Characterstics [sic] if it had been reduced due to the effects of a poison.
Value: 500 Gold
Duration: USE ONCE, THEN DISCARD.
Potion of Respiration
Dungeon Room Treasure Card
In the dust and cobwebs you spot this bottle filled with a coral-coloured liquid.
When drunk, this potion allows your Warrior to ignore anything that might affect his respiration, such as water or poison gas, for 1D6 turns.
There is enough liquid for four drinks. If sold, the potion is worth 100 gold for every drink still left in the bottle.
Value: 400 Gold
Duration: DISCARD WHEN EMPTY.
Rockjaw's Axe
Objective Room Treasure Card
Rockjaw Sevenfinger was famous for two things: eating stonebread and throwing axes. It is said that after he had this magical axe created, it took him three misfortunate attempts to master it.
Can be used as a regular Axe or a Throwing Axe, in which case it is +1 Strength and has a Range of 6. After it is thrown, roll 1D6. On a score of 2, 3, 4, 5 or 6, the axe flies back through the air and returns to the thrower's hand safely. A score of 1 means that the wielder has cut himself while catching the axe and suffers 1D6 wounds with no modifiers for anything.
Value: 1000 Gold
Restriction: Dwarf only. Duration: PERMANENT.
Scroll of Transportation
Dungeon Room Treasure Card
The Warrior bearing this scroll disappears in a yellow mist of smoke.
The Transportation spell may be cast at any time by rolling 1D6. If the result is a 2 or more, the Warrior may immediately move from the space he is in to any unoccupied space on the Board that has already been explored (remember the rules for Lost In the Dark). On a roll of 1, the Warrior disappears and is never seen again.
(The scroll's inset illustration carries a small block of text that is not legible at print resolution and is not transcribed.)
Value: 250 Gold
Restriction: Dwarf, Elf & Wizard only. Duration: USE ONCE, THEN DISCARD.
Silks from Cathay
Dungeon Room Treasure Card
Inside a long abandoned crate, the Warriors discover elegant silk from the distant and mysterious land of Cathay.
There are 1D3 beautiful bolts of silk and each one will fetch 200 gold at a Settlement.
Value: 1D3x200 Gold
Duration: RECORD, THEN DISCARD.
Sky Arrows of Naloer
Dungeon Room Treasure Card
These magical arrows were enchanted by a Wizard from Nuln to help hit moving targets.
When using these arrows against flying creatures, the Warrior may add +1 to her Ballistic Skill roll.
In addition, when used against flying creatures, the arrows cause an extra 1D3 Damage with no modifiers for anything.
There are 2D6 arrows. Each arrow may be used only once.
Value: 100 Gold each
Restriction: Barbarian and Elf only. Duration: DISCARD WHEN ALL USED.
Sword of Avelorn
Objective Room Treasure Card
In an act of ultimate sacrifice, a High Elf Noble had this sword quenched in his blood whilst a High Elf Mage simultaneously cast a powerful enchantment.
This sword causes 2x Damage against Dark Elves (3x Damage if the To Hit roll is a natural '6'). Against any other opponent it causes only 1 extra Wound.
Value: 1500 Gold
Restriction: Elf only. Duration: PERMANENT.
Talisman of Ravendark
Dungeon Room Treasure Card
A black dragon surrounds a mysterious blue jewel that is freezing cold to the touch.
For one turn, all flying creatures on the Board Section only hit the Warriors on a natural To Hit roll of '6' while Warriors attacking flying creatures only miss on a natural To Hit roll of 1.
Value: 200 Gold
Duration: ONE TURN PER ADVENTURE.
Tea from Nippon
Dungeon Room Treasure Card
The Warriors stumble upon some old tins that contain tea leaves from the remote empire of Nippon.
Inside these tins are tea leaves from the rich, fertile fields of the majestic island nation. The Warriors find 1D6 tins and each are worth 25 gold.
Value: 1D6x25 Gold
Duration: RECORD, THEN DISCARD.