RulesPal
Chat
Rulebook
Warhammer Quest: Treasure Cards Pack #2 thumbnail

Warhammer Quest: Treasure Cards Pack #2

Expansion for Warhammer Quest

Warhammer Quest: Treasure Cards Pack #2 Rulebook

Table of Contents

Table of Contents

  • Dungeon Room Treasure Cards
    • Arrows of Piercing
    • Arrows of Sure Flight
    • Backpack
    • Bauble of Anurandel
    • Boots of Battle
    • Boots of Leaping
    • Bugman's XXXXXX
    • Chaos Bane
    • Confuse Spell Scroll
    • Crown of Madness
    • Cure Small Wounds Scroll
    • Exotic Foods of Tilea
    • Fine Clothes
    • Fine Elf Wine
    • Fleet of Foot Scroll
    • Goblet of Vitality
    • Halo of Vengeance Scroll
    • Healing Hands Jewel
    • Horn of Shielding
    • Icon of Combat
    • Icon of Determination
    • Invisibility Spell Scroll
    • Iron Skin Spell Scroll
    • Light of Courage
    • Obsidian Blade
    • Ogre Slayer
    • Ogre Strength Scroll
    • Orb of Power
    • Potion of Battle
    • Potion of Healing
    • Potion of Pain
    • Potion of Strength
    • Quarg Horn
    • Ring of Power
    • Spices from Araby
    • Stone of Bravery
    • Stone of Transmutation
    • Strength Spell Scroll
    • Swords of Doom Scroll
  • Objective Room Treasure Cards
    • Armour of Meteoric Iron
    • Axe of Slaying
    • Blade of Leaping Gold
    • Crown of Thoughts
    • Dragon Stone of Le Marquis
    • Elf Shield
    • Firestorm Icon
    • Gauntlets of Soul Rending
    • Horn of Defiance
    • Life Stone of Le Marquis
    • Lifestone of Ashraaz
    • Ring of Regeneration

Dungeon Room Treasure Cards

Arrows of Piercing

When your Warrior successfully hits his target with one of these arrows roll an extra 1D6. On a 1 to 4 the arrow has no special affect [sic] and you determine the damage as normal. One a score [sic] of 5 or 6 (6 if the armour is magical) the arrow goes through the target's armour as if it wasn't there - its armour is not counted against the hit.

There are enough arrows to last one adventure.

  • Value: 300 gold
  • Restriction: Barbarian, Wizard & Elf only
  • Footer: USE FOR ONE ADVENTURE ONLY

Arrows of Sure Flight

While using Arrows of Sure Flight, your Warrior may add +1 to his missile combat to hit rolls. Each arrow is good for one shot and once used it is discarded.

Arrows of Sure Flight may only be used to their full effect by an Elf. When used by any other Warrior treat them as normal arrows.

You find 2D6 arrows. When you have used them all discard this card.

  • Value: 100 gold each
  • Footer: DISCARD AFTER USE

Backpack

The backpack contains 1D6 sets of provisions. Each set of provisions cures 2 Wounds.

(RPG: At the end of each adventure, any remaining provisions in the backpack are lost. However, at the start of the next adventure, the backpack will have magically replenished itself and will contain 1D6 provisions again!)

  • Value: 150 gold
  • Footer: 1D6 PROVISIONS PER ADVENTURE

Bauble of Anurandel

This bauble flashes with energy and its bearer may add +1 to all dice rolls to escape from pinning.

  • Value: 200 gold
  • Restriction: Barbarian, Wizard & Elf only
  • Footer: PERMANENT

Boots of Battle

While wearing these boots your Warrior gets an extra kick attack at -1 to hit and +1 Strength.

  • Value: 250 gold
  • Footer: PERMANENT

Boots of Leaping

These boots allow your Warrior to leap 1 square in any direction as part of his move, landing in the square beyond. Any obstacle is ignored, though it still counts as 1 square of movement.

These boots may be used once per turn.

  • Value: 400 gold
  • Footer: USE ONCE PER TURN

Bugman's XXXXXX

This is a barrel of the fabled Bugman's XXXXXX beer, and is worth 200 gold.

If a Warrior drinks a quarter of the beer, he regains 1D6 Wounds but is at -3 to hit for the next 1D3 turns. What is left is only worth 150 gold, and so on.

  • Value: 200 gold
  • Restriction: Barbarian & Dwarf only
  • Footer: DISCARD WHEN ALL DRUNK

Chaos Bane

When smeared on a sword of other weapon [sic], this unguent causes 1 extra Wound (RPG: 1 extra Wound per battle-level) against all Chaos creatures.

There is enough of the bane to coat one weapon for one turn.

  • Value: 200 gold
  • Restriction: Barbarian & Dwarf only
  • Footer: ONE USE, THEN DISCARD

Confuse Spell Scroll

The scroll bears the words for the Confuse spell.

Pick any Monster on the same board section as the Warrior bearing the scroll. This turn it loses 1 Attack.

  • Value: 75 gold
  • Restriction: Dwarf, Elf & Wizard only
  • Footer: ONE USE ONLY

Crown of Madness

This valuable gold crown is worth 250 gold.

(RPG: Cackling and giggling to himself at his own macabre jokes, the Warrior wearing the crown finds the death and carnage of the dungeon most amusing. He is now at +1 to all psychology tests such as fear and terror.)

  • Value: 250 gold
  • Restriction: Barbarian & Wizard only
  • Footer: PERMANENT

Cure Small Wounds Scroll

This scroll bears the words for the Cure Light Wounds spell.

When the Warrior uses the scroll, pick any Warrior on the board and roll a dice. On a score of 6, the spell heals 1 of his Wounds.

  • Value: 15 gold
  • Restriction: Dwarf & Wizard & Elf only
  • Footer: ONE USE, THEN DISCARD

Exotic Foods of Tilea

These foodstuffs are a rare delicacy, and are worth 50 gold.

  • Value: 50 gold
  • Footer: RECORD THEN DISCARD

Fine Clothes

Once the lid is prised off, you find that the chest contains carefully stored find [sic] clothes made of silk and inlaid with gold an [sic] jewels.

There a [sic] 1D6 items, and each is worth 25 gold.

  • Value: 1D6x25 gold
  • Footer: RECORD THEN DISCARD

Fine Elf Wine

There are 1D6 bottles of wine. Each is worth 100 gold.

If a Warrior drinks a bottle of wine, he regains 1D3 Wounds but is at -1 to hit for the next 1D3 turns.

  • Value: 1D6x100 gold
  • Footer: USE THEN DISCARD

Fleet of Foot Scroll

This scroll bears the words for the Fleet of Foot spell.

Upon using the scroll the Warrior gets +1 Move for one turn,

  • Value: 25 gold
  • Restriction: Dwarf & Wizard & Elf only
  • Footer: USE ONCE, THEN DISCARD

Goblet of Vitality

Each Warrior on the board section regains 3 Wounds.

  • Value: 200 gold
  • Footer: USE ONCE PER ADVENTURE

Halo of Vengeance Scroll

The Warrior bearing the scroll casts a glowing halo around himself.

The spell surrounds the Warrior with a protective shield. At the start of each turn roll 1D6. This turn that many Attacks can be absorbed by the halo and may be ignored.

The halo remains until the Warrior moves or you roll a 1 on the dice roll to see how many Attacks are absorbed.

After one use, the scroll dissolves into a puddle of slime.

  • Value: 350 gold
  • Restriction: Dwarf & Wizard & Elf only
  • Footer: ONE USE, THEN DISCARD

Healing Hands Jewel

This jewel contains the power for the Healing Hands spell.

When the power of this jewel is used, every Warrior on the board has 1 Wound healed.

  • Value: 250 gold
  • Footer: USE ONCE PER ADVENTURE

Horn of Shielding

When blown, the mystical power of the horn puts up a magical shield around each Warrior, cloaking them in a near impenetrable cowl of raw magic. The Warriors can only be hit by Monsters scoring a 6 to hit.

The horn my [sic] be blown once per adventure, and its effect lasts for one turn.

  • Value: 500 gold
  • Restriction: Barbarian & Dwarf only
  • Footer: USE ONCE PER ADVENTURE

Icon of Combat

When used, this icon allows your Warrior to shove a Monster out of his way. Roll a 1D6 and add your Warrior's Strength. If the total is less than or equal to the Monster's Strength it is too big to move and your Warrior fails. If the toal [sic] is greater than the Monster's Strength it is pushed back into any one of the three squares behind it that is unoccupied. Having pushed his foe back, your Warrior moves into the square that was occupied by the Monster and may now make his normal attack.

  • Value: 150 gold
  • Footer: ONE USE PER ADVENTURE

Icon of Determination

This small icon may be placed upon a shield melding itself with the surface.

When used, this icon allows your Warrior to catch the impact of a single blow on his shield, deflecting all the damage that may have been caused.

  • Value: 300 gold
  • Restriction: Dwarf, Elf & Barbarian only
  • Footer: ONE USE PER ADVENTURE

Invisibility Spell Scroll

With a shimmer of light, the Warrior's outline slowly fades until he is completely invisible.

This spell allows the Warrior bearing the scroll to become invisible for one turn. While invisible the Warrior may carry out any action except attack an opponent: moving, healing, etc are therefore valid actions, while firing a bow, pushing a Monster into a pit, casting offensive spells, etc are not.

  • Value: 150 gold
  • Restriction: Dwarf, Elf & Wizard only
  • Footer: ONE USE ONLY

Iron Skin Spell Scroll

The Warrior bearing the scroll is protected by a magical second skin created by the Iron Skin spell.

For one turn, the Warrior with the scroll is at +2 to his Toughness.

  • Value: 100 gold
  • Restriction: Dwarf, Elf & Wizard only
  • Footer: ONE USE ONLY

Light of Courage

This phial is filled with a glowing white liquid, which lights the way in the darkness as the lantern does.

The Warrior may move around and explore just as if he carried the lantern. The power of the phial will be exhausted after one adventure, or if the Warrior carrying the phial is knocked to zero Wounds.

  • Value: 300 gold
  • Footer: USE FOR ONE ADVENTURE ONLY

Obsidian Blade

After your Warrior has made an attack using this sword which actually wounded his opponent, roll a D6. On a score of 1-4 the sword has no extra effect. One a score [sic] of 5 or 6 the sword ignores and destroys the target's armour.

  • Value: 450 gold
  • Footer: PERMANENT

Ogre Slayer

While using this axe your Warrior gets +2 Strength (+3 if he is a Dwarf).

  • Value: 400 gold
  • Restriction: Barbarian & Dwarf only
  • Footer: PERMANENT

Ogre Strength Scroll

Calling on the forces of magic, the Warrior bearing the scroll uses the power to increase the target's Strength fourfold.

Pick any Warrior on the board. This turn the chosen Warrior is at +2 Strength for the purpose of resolving damage.

  • Value: 150 gold
  • Restriction: Wizard only
  • Footer: ONE USE ONLY

Orb of Power

This orb comes charged with 1D6 points of Power. These points of Power are used to augment the Wizard's spellcasting ability as normal. Once used, the Orb is useless and worthless.

(RPG: The Wizard can rechar [sic] the Orb at the Font of Power, just like the Wizard's Staff.)t [sic]

  • Value: 500 gold
  • Restriction: Wizard only
  • Footer: USE ONCE, THEN RECHARGE

Potion of Battle

When drunk, the potion gives your Warrior +1 Attack for one turn.

  • Value: 75 gold
  • Footer: ONE USE ONLY

Potion of Healing

Upon drinking this potion your Warrior regains 1D6 Wounds.

  • Value: 100 gold
  • Footer: ONE USE ONLY

Potion of Pain

When drunk, this potion allows your Warrior to ignore the Wounds from a single blow that might otherwise kill him. In addition, it heals 2D6 of the Warrior's Wounds.

  • Value: 300 gold
  • Footer: USE ONCE, THEN DISCARD

Potion of Strength

After drinking this potion your Warrior gets +1D6 Strength.

The effects of the potion last for one turn.

  • Value: 150 gold
  • Footer: USE ONCE ONLY

Quarg Horn

This horn can only be used during the Hunting Settlement Event.

Alone in the forest, and feeling rather lonely, the Warrior remembers the strange horn he has stored in his backpack. As no-one else is around, he blows the horn. Roll a D6.

  • 1-5: The horn makes an awful noise like a flatulent ogre. Nothing happens.

  • 6: The horn makes a beautiful, clear sound. A fabulous beast bounds out of the bushes and fawns at the Warrior's feet. He has captured a Quarg! He can sell the Quarg for 1000G, but no-one will buy the horn off him...

  • Note: ROLEPLAYING GAME ONLY

  • Footer: PERMANENT

Ring of Power

While wearing this ring, one of your Warrior's characteristics is increased by +1. Choose which characteristic is affected the first time your Warrior puts on the ring.

  • Value: 500 gold
  • Footer: PERMANENT

Spices from Araby

The spices are worth 1D3x100 gold.

  • Value: 1D3x100 gold
  • Footer: RECORD THEN DISCARD

Stone of Bravery

This valuable semi-precious stone is worth 250 gold.

(RPG: The bearer of the stone is largely unaffected by fear and terror, and gains +1 to Fear rolls, and +1 to Terror rolls.)

  • Value: 250 gold
  • Footer: PERMANENT

Stone of Transmutation

The item may be used to transmute a single monster into stone, killing it. To determine whether the stone works roll a D6 and add 1 (RPG: Roll a D6 and add your battle-level). If the total is greater than the target Monster's current Wounds it becomes a statue. If the total is equal to or less than the target Monster's current Wounds the spell fails.

  • Value: 200 gold
  • Footer: USE ONCE, THEN DISCARD

Strength Spell Scroll

The scroll bears the words for the Strength spell.

When the scroll is used, pick any Warrior on the board. This turn he is at +1 Strength.

  • Value: 50 gold
  • Restriction: Wizard only
  • Footer: ONE USE ONLY

Swords of Doom Scroll

This turn the Warrior bearing the scroll gets 2 extra Attacks.

After it has been used, the scroll crumbles into dust and is destroyed.

  • Value: 200 gold
  • Restriction: Dwarf, Elf & Wizard only
  • Footer: DISCARD AFTER USE

Objective Room Treasure Cards

Armour of Meteoric Iron

This armour gives its wearer +3 Toughness, with no deductions for movement. However, once worn it fuses to the Warrior's flesh and cannot be removed. Unfortunately, given its weight, it cannot be carried. It must be donned immediately or left where it is found.

  • Value: 1000 gold
  • Restriction: Barbarian & Dwarf only
  • Footer: PERMANENT

Axe of Slaying

This axe automatically hits its target - the wielder does not have to make a to hit roll. In addition, instead of a normal damage roll, to work out the axe's damage roll 1D6: if the score is a 1 the axe causes 1D6 (+ Strength) Wounds, if the score is a 2 the axe causes 2D6 ( + Strength) Wounds, and so on.

Use for a single turn once per adventure.

  • Value: 500 gold
  • Restriction: Dwarf only
  • Footer: USE ONCE PER ADVENTURE

Blade of Leaping Gold

While wielding this weapon your Warrior gets +3 Attacks.

  • Value: 1000 gold
  • Footer: PERMANENT

Crown of Thoughts

The Warrior can pick up hostile vibrations in the atmosphere, and is seldom surprised. When Monsters appear who would normally ambush the Warriors, the wearer of the crown should roll a D6.

  • 1-3: Ambushed as normal.
  • 4-5: The Warrior parries any blows made against him. The Monsters' ambush attacks have no effect on him.
  • 6: As 4-5, and the Warrior gets an extra Attack before the Monsters strike, in addition to any others he may have that turn.

All the other Warriors are ambushed as usual.

  • Value: 800 gold
  • Footer: PERMANENT

Dragon Stone of Le Marquis

This is the fabled Dragon Stone of the Marquis. For one turn, your Warrior can add 1D6 to his Toughness.

  • Value: 500 gold
  • Footer: USE ONCE PER ADVENTURE

Elf Shield

While using an Elf shield, your Warrior can ignore the first blow inflicted on him each turn unless the roll to hit was an unmodified 6, in which case the shield has no effect.

  • Value: 500 gold
  • Restriction: Elf only
  • Footer: PERMANENT

Firestorm Icon

Pick a 2 square by 2 square area of a board section that the Warrior with the icon can see. All Monsters on the targeted area suffer 6D6 Wounds (roll once for all the Monsters), with no modifiers for Toughness, armour, or anything else.

The icon may be used once per adventure.

  • Value: 2000 gold
  • Footer: USE ONCE PER ADVENTURE

Gauntlets of Soul Rending

With these gauntlets, a Warrior may make an extra attack every turn, which must be made before the Warrior makes any other attacks. The attack with the gauntlets is at -1 to hit, but causes normal damage.

(RPG: The first time that the Warrior kills a Monster with these gauntlets in every adventure, roll a dice. On a score of 4-6 he gains an extra Wound to be added to his Starting Wounds score permanently.)

  • Value: 800 gold
  • Restriction: Barbarian & Dwarf only
  • Footer: PERMANENT

Horn of Defiance

When blown, the magical power of this horn allows all the Warriors to parry incoming blows. When a Warrior is attacked roll 1D6 On a score of 1-5 he must take the blow as normal. On a score of 6 he turns the blow and it causes no damage.

The effect lasts until the combat ends, or the Wizard rolls a 1 in the Power Phase.

The horn may be blown once per adventure.

  • Value: 750 gold
  • Restriction: Barbarian, Dwarf & Elf only
  • Footer: USE ONCE PER ADVENTURE

Life Stone of Le Marquis

This is the fabled Life Stone of the Marquis. When your Warrior is reduced to 0 Wounds this magical stone deflects the killing blow and it causes no damage.

  • Value: 500 gold
  • Footer: USE ONCE PER ADVENTURE

Lifestone of Ashraaz

The Lifestone allows the wearer to regain 1D3 Wounds per turn so long as the bearer is himself on 1 or more Wounds when he uses the stone.

  • Value: 1500 gold
  • Footer: USE ONCE PER TURN

Ring of Regeneration

At the end of any turn in which the Warrior has been hit by one or more foes, he may attempt to heal Wounds by regenerating with the ring.

To do this, he rolls a dice. If he is currently above zero Wounds, then on a dice roll of 6 he will regain 2D6 Wounds.

If he is on zero Wounds or less (ie about to die) then on a 6 he will regenerate 1D6 Wounds.

  • Value: 650 gold
  • Footer: USE ONCE PER TURN

Ring of the Warp

Each turn, the wearer of the ring may, instead of moving normally, teleport instead. He must declare that he is using the ring before he moves. Roll a dice. This shows how many squares the Warrior may move by teleporting. When teleporting, the Warrior ignores any obstacles and the rules for pinning. He must move to an empty square. If there is no eligible empty square, the Warrior must stay where he is and can do nothing for the rest of the turn.

Remember the rules for being lost in the dark!

  • Value: 1000 gold
  • Footer: USE ONCE PER TURN

Surefire Bow

This bow has Strength 4 and adds +2 to the wielder's to hit roll.

  • Value: 900 gold
  • Footer: PERMANENT

Sword of Hoeth

When using the sword, the Warrior must roll a dice. On a score of 5 or 6, he gains double attacks. On a score of 2, 3 or 4 he attacks as normal. On a score of 1 the Warrior trips up and falls over. He may do nothing at all for the rest of the turn and is treated as prone.

  • Value: 750 gold
  • Restriction: Barbarian, Elf & Wizard only
  • Footer: PERMANENT
  • Ring of the Warp
  • Surefire Bow
  • Sword of Hoeth