Warhammer Quest: Treasure Cards Pack #1
Warhammer Quest: Treasure Cards Pack #1 Rulebook
Table of Contents
Table of Contents
- Dungeon Room Treasure Cards
- Ancient Vase of Lustria
- Armour of Fortune
- Arrow of Slaying
- Axe of Slaughter
- Band of Magic
- Bane Scroll of the Undead
- Blade of Sea Gold
- Blade of Slicing
- Boots of Tzchak
- Bow of Tor Alessi
- Cloak of Deception
- Cloak of Loren
- Cloak of Stealth
- Coughing Spell Jewel
- Dispel Magic Scroll
- Dome of Power
- Fanged Death Helm
- 1D6 Firebombs
- Glory! Spell Scroll
- Glowstone
- Gold
- Hidden Alcove
- Holy Artefact
- Lifebringer Spell Scroll
- Lifestealer Talisman
- Pearl Necklace
- Pit of Despair Scroll
- Potion of Alchemy
- Potion of Flight
- Potion Instability
- Potion of Weapon Mastery
- Relic Blade
- Ring of Sure Seeing
- Runestone of Slaying
- Spell Ring
- Tankard
- Undead Bane
- Wall of Steel
- Objective Room Treasure Cards
Dungeon Room Treasure Cards
Ancient Vase of Lustria
This vase is of strange design, unsuitable for use by Humans, Elves or Dwarfs. Its purpose can only be guessed at, as can its age; but its beauty and value is beyond question.
This vase is worth 175 gold.
- Value: 175 gold
- Footer: RECORD THEN DISCARD
Armour of Fortune
This armour can absorb Wounds inflicted on the Warrior. Initially it is discharged, with no Wounds stored. Once put on, the armour cannot be removed for the rest of the adventure. It absorbs 30 Wounds, then explodes, taking the wearer to zero Wounds (and death if no healing is possible).
- Value: 500 gold
- Restriction: Barbarian, Dwarf & Elf only
- Footer: LASTS UNTIL EXPLODES!
Arrow of Slaying
If your Warrior hits a Monster with this arrow, roll 1D6. On a score of 1, 2, or 3 the arrow does normal damage. On a score of 4, 5 or 6 the Monster is immediately slain. Use once then discard.
- Value: 500 gold
- Restriction: Barbarian & Elf only
- Footer: ONE USE ONLY
Axe of Slaughter
This axe causes 1D6 extra Wounds every time it hits.
- Value: 200 gold
- Restriction: Dwarf only
- Footer: PERMANENT
Band of Magic
When your Warrior finds this ring, randomly select two Attack Spells (RPG: randomly select Attack spells appropriate to the Warrior's battle-level). These two spells are stored in the magic band.
Each spell may be cast once automatically, whenever the wearer wishes. When both spells have been cast, the magic of the band has been used up and it is useless and worthless.
- Value: 500 gold
- Restriction: Barbarian, Dwarf & Elf only
- Footer: DISCARD AFTER USE
Bane Scroll of the Undead
Reading aloud the words on this scroll will kill any single Undead creature worth up to 400 gold on a dice roll of 4, 5 or 6.
- Value: 150 gold
- Restriction: Wizard, Dwarf & Elf only
- Footer: ONE USE ONLY
Blade of Sea Gold
While your Warrior is using this sword each attack he makes ignores the first point of his opponent's armour.
- Value: 150 gold
- Footer: PERMANENT
The scan set carries this card twice (PDF pages 7 and 9, identical). It is listed once here.
Blade of Slicing
While your Warrior is using the sword he causes +2 Wounds on each successful attack.
- Value: 300 gold
- Footer: PERMANENT
Boots of Tzchak
These boots allow the Warrior to ignore any armour-based movement penalties. Furthermore, the Warrior gains +1 to his movement.
- Value: 100 gold
- Footer: PERMANENT
Bow of Tor Alessi
With this bow, a Warrior may fire BEFORE or during moving. This uses up his Attacks as usual.
- Value: 250 gold
- Restriction: Barbarian & Elf only
- Footer: PERMANENT
Cloak of Deception
While he wears the cloak, all Attacks against the Warrior are at -1 to hit. If an attacker scores a 6 to hit, however, the power of the cloak is exhausted.
(RPG: On a roll of a 6, the power of the cloak is exhausted until the next adventure).
- Value: 350 gold
- Footer: PERMANENT
Cloak of Loren
Every time your Warrior is hit while wearing this cloak, he can ignore the first Wound caused by the blow. However, each time the cloak absorbs damage like this, roll a D6. On a score of 1 the cloak rips and is useless.
- Value: 75 gold
- Restriction: Barbarian, Elf & Wizard only
- Footer: PERMANENT
Cloak of Stealth
While your Warrior is wearing this cloak, he may automatically break from pinning once per adventure.
- Value: 100 gold
- Footer: USE ONCE PER ADVENTURE
Coughing Spell Jewel
This jewel contains the power for the Coughing spell. When used, the Warrior's opponent suddenly bursts out in a hacking cough of such violence that he looks as if he may drop his weapon.
Pick any Monster on the same board section as the Warrior with the jewel and roll 1D6. On a score of 6 the target collapses in a coughing spasm and is at -1 on his to hit rolls for the rest of the turn.
- Value: 50 gold
- Restriction: Dwarf, Wizard & Barbarian only
- Footer: USE ONCE PER ADVENTURE
Dispel Magic Scroll
The Dispel Magic may be cast against an incoming spell. Roll 1D6. If you score 4, 5 or 6 the target spell is prevented from working.
- Value: 100 gold
- Restriction: Dwarf, Wizard & Elf only
- Footer: ONE USE ONLY
Dome of Power
This spell allows the Warrior bearing the scroll to protect up to 4 squares of the board with an impenetrable magic shield. The squares must be linked together, but the dome can be of any shape. Models inside the dome may not move, fight or cast any other magic, but are immune to all forms of attack.
- Value: 250 gold
- Restriction: Dwarf, Wizard & Elf only
- Footer: ONE USE, THEN DISCARD
Fanged Death Helm
The Warrior may nominate one of his attacks each turn. If that Attack hits its target, then the Warrior gains an extra bite attack from the helm: which hits automatically doing 1D6 Wounds. The target may not deduct anything from these Wounds at all.
- Value: 250 gold
- Restriction: Barbarian & Dwarf only
- Footer: USE ONCE PER TURN
1D6 Firebombs
Each firebomb may be thrown at any time, and affects an area 2 squares by 2 squares. Any model in the area takes 1D6 Wounds with no deductions for Toughness or armour.
Each firebomb may only be used once. When they have all been used, discard this card.
- Value: 75 gold each
- Restriction: Wizard, Dwarf & Barbarian only
- Footer: DISCARD WHEN ALL USED
Glory! Spell Scroll
All of the Warriors are suddenly enthused with great bravery and each gains +1 Attack this turn.
- Value: 400 gold
- Restriction: Wizard, Dwarf & Elf only
- Footer: DISCARD AFTER USE
Glowstone
The Orb glows brightly, and the carrier can explore just as the leader with the lantern. How long its glow will last is unsure, however, and if a 1 is rolled in the Power Phase, roll a further dice. One [sic: On] a score of 1, 2 or 3 the glow dies.
- Value: 400 gold
- Footer: ONE USE, THEN DISCARD
Gold
After a thorough search, one of the Warriors finds a leather bag hidden behind a stone.
The bag contains 1D6x50 gold.
- Value: 1D6x50 gold
- Footer: RECORD, THEN DISCARD
Hidden Alcove
After a thorough search, one of the Warriors finds a secret panel which opens, revealing a hidden alcove.
To see what the alcove contains roll as many dice as you like. If any score a 1 you have found nothing, and managed to make a lot of noise - take an Event card immediately. If any come up with a 2-5, you gain gold multiplied by 10. For each dice that scores a 6, take a Treasure card.
- Value: none printed (gold coin icon only)
- Footer: USE, THEN DISCARD
Holy Artefact
At the end of the adventure roll a D6 to see whether you find a temple. On a score of 4+ you find a temple and can sell the artefact for 1D6x100 gold.
Roleplay: You may find a temple in any Settlement. If you return this artefact, the temple priests will reward you with 1D6x100 gold. If you roll a 1 when seeing how much gold you receive, then you actually get nothing - it is not an artefact they recognize. You will have to try again in the next Settlement you come to.
- Value: 1D6x100 gold
- Footer: AFTER SALE, DISCARD
Lifebringer Spell Scroll
Pick any number of Warriors on the board, including the Warrior bearing the scroll. Roll 1D6 for each Warrior chosen. Each Warrior gets that number of his Wounds healed.
If any two or more of the dice come up with the same number the spell fails, and none of the Warriors get any Wounds back.
- Value: 150 gold
- Restriction: Dwarf, Elf & Wizard only
- Footer: ONE USE ONLY
Lifestealer Talisman
The Warrior with the talisman can steal Wounds from a nearby Monster to heal himself.
One Monster adjacent to the Warrior suffers 1D6 Wounds, with no modifiers for anything.
The Warrior bearing the Talisman gains these Wounds, up to a maximum of his Starting Wounds score.
- Value: 450 gold
- Footer: ONE USE PER ADVENTURE
Pearl Necklace
The necklace is worth 1D6x10 gold.
RPG: You may try and sell the pearl necklace to the General Store. Roll a D6 and multiply the result by 10 to see how much the trader will offer you for it. However, if you roll a 1, the necklace is fake, and the trader refuses to buy it. You will have to try and sell it at another Settlement.
- Value: 1D6x10 gold
- Footer: DISCARD AFTER USE
Pit of Despair Scroll
Place the Pit of Despair marker on any 2 square by 2 square area on the board. Roll a 1D6 for each model standing in the pit area. On a 1 or 2 it falls into the pit and is killed. On a 3-6 it scrambles out of the way - put it in any empty square on this or any adjacent board section. If there are no empty squares available the model falls into the pit anyway.
Once the pit is in place, no model may enter the squares it covers.
- Value: 300 gold
- Restriction: Dwarf, Elf & Wizard only
- Footer: ONE USE, THEN DISCARD
Potion of Alchemy
At the end of the adventure, you may sell this potion to an Alchemist for 1D6x40 gold.
(RPG: You must find an Alchemist first! The Alchemist's Laboratory is a Special Location - see p19 of the Roleplay book for more details).
- Value: 1D6x40 gold
- Footer: AFTER SALE, DISCARD
Potion of Flight
After drinking this potion your Warrior levitates a few inches above the ground while moving. While airborne your Warrior may pass over chasms, pits, etc, unhindered and anyone who attacks him is at -1 on their to hit roll.
The effects of the potion last for one turn.
- Value: 250 gold
- Footer: DISCARD AFTER USE
Potion Instability
When drunk, this potion shifts the dimensional position of your Warrior, making him ethereal and insubstantial. He cannot be pinned, make an attack, cast magic or be attacked for one turn.
- Value: 200 gold
- Footer: ONE USE, THEN DISCARD
Potion of Weapon Mastery
When drunk, this potion gives your Warrior +2 to hit, and he causes an extra 2D6 Wounds.
The potion lasts for one turn.
- Value: 150 gold
- Footer: ONE USE ONLY
Relic Blade
While your Warrior is using this sword he gets +1 on his to hit roll.
- Value: 400 gold
- Footer: PERMANENT
Ring of Sure Seeing
If you take an Event card that you don't like, you may choose to swap it for another. Shuffle ALL the Event cards together (including any you have used already) to make a new Event deck. Take the top card and carry on as usual.
- Value: 200 gold
- Footer: USE ONCE PER ADVENTURE
Runestone of Slaying
This rune [sic: printed "run"] can be burned onto a single blade by touching the stone to the metal. For one attack (RPG: for one attack per adventure) this weapon will now inflict double damage when it strikes. The damage is doubled up then the Warrior's Strength is added to the score. He does not roll the damage, add his Strength and then double the score.
- Value: 300 gold
- Restriction: Barbarian, Dwarf & Wizard only
- Footer: USE ONCE PER ADVENTURE
Spell Ring
As soon as your Warrior finds the ring take one Spell card at random: this is the spell that is stored in the ring. The bearer of the ring may cast the stored spell automatically at any time. After use, the ring is drained.
RPG: The ring will slowly recharge itself. At the start of the next adventure take another Spell card to represent the spell stored in the ring.
- Value: 500 gold
- Footer: USE ONCE PER ADVENTURE
Tankard
This is a Dwarf tankard, specially designed for the drinking of Bugmans beer.
Tankards like this are much valued by Dwarfs. If a Dwarf finds this tankard, he will never sell it.
- Value: 20 gold
- Footer: RECORD THEN DISCARD
Undead Bane
When smeared on a sword or other weapon, this unguent causes an extra Wound. (RPG: 1 extra Wound per battle-level) against all Undead.
The bane lasts for 1 turn before its effects wear off. There is only enough to coat one weapon.
- Value: 50 gold
- Footer: ONE USE, THEN DISCARD
Wall of Steel
In a corridor or doorway, no Monster may pass the Warrior while he uses this sword, whether they are flying Monsters or even Monsters who are never pinned. The only way the Monsters can pass is to kill the Warrior in order to stop his whirling blade.
- Value: 200 gold
- Footer: PERMANENT
Objective Room Treasure Cards
Armour of Dargan
This armour makes the wearer harder to hit: he gets +4 Toughness and any Monster attacking him is at -1 on its to hit roll unless using a magic weapon.
- Value: 1000 gold
- Restriction: Barbarian & Dwarf only
- Footer: PERMANENT
Arrows of Loren
These arrows add +2 to the BS roll of any Warrior using them. In addition, they ignore 1 point of armour and cause an extra Wound when they strike.
There are 3D6 arrows. Each arrow may only be used once.
- Value: 100 gold per arrow
- Restriction: Elf & Barbarian only
- Footer: DISCARD WHEN ALL ARROWS USED
Bane Sword
When your Warrior finds this sword take a random Event card to determine what sort of Monsters the sword hates. (RPG: Roll on the Monster Table that is the same level as your Warrior's battle-level). The sword does 2 x normal damage against all Monsters of that race. (if you roll Skaven Assassins for instance, the Bane Sword affects all Skaven).
- Value: 500 gold
- Footer: PERMANENT
Battle Stone of Le Marquis
Any one of your Warrior's attacks (but not a death-blows) automatically hits the target.
The stone may be used once per adventure.
- Value: 500 gold
- Footer: USE ONCE PER ADVENTURE
Blood Sword
On top of any other attacks the Warrior using the sword makes, roll 1D6 for each model (Warriors as well as Monsters) in a square adjacent to him. On a score of 6, the sword lashes out and strikes the model of its own volition which takes Wounds as per any other hit.
- Value: 800 gold
- Restriction: Barbarian only
- Footer: PERMANENT
Boots of Flight
While wearing these boots your Warrior may levitate a few inches above the ground while moving. While airborne your Warrior may pass over chasms, pits, etc unhindered and anyone who attacks him is at -1 on his to hit roll.
The boots last for one adventure then they lose their magic and must be discarded.
- Value: 750 gold
- Footer: PERMANENT
The card's rules text says the boots last one adventure, while its footer reads PERMANENT. Both are kept as printed.
Elf Helm
While worn, an Elf helm adds +1 to your Warrior's Toughness. In addition, when your Warrior is hit he may elect to take the blow on his head. If he chooses to do so, roll 1D6 on the following table:
-
1: The Elf helm absorbs all the damage from the blow but it is destroyed in the process.
-
2-4: Resolve the blow as normal. The Elf helm bestows +1 Toughness on your Warrior as usual.
-
5-6: The blow glances off the Elf helm, causing no damage.
-
Value: 750 gold
-
Restriction: Elf only
-
Footer: PERMANENT
Hammer of Spite
Choose a Monster as it is placed on the board as the Warrior's most hated foe. If there is a space empty adjacent to that Monster, the Warrior may be placed in that space, no matter how far away or what Montsers [sic: Monsters] intervene, as he barges determinedly towards his foe. He gets an immediate Ambush Attack against that Monster, and gains an extra Attack every turn against that Monster until it is dead. If he kills the Monster, he gains double gold.
- Value: 600 gold
- Restriction: Dwarf & Barbarian only
- Footer: PERMANENT
Hellfire Sword
If your Warrior hits his opponent with a natural to hit roll of 6, as well as causing normal damage the target and all adjacent models, both friend and foe (including the wielder!) burst into flames and take an extra 1D6+1 Wounds (RPG - 1D6+1/battle-level), with no modifiers for Toughness or armour.
- Value: 1500 gold
- Footer: PERMANENT
Horn of Vengeance
Roll a D6 for every Monster on the board section - if you score above its Toughness it is hurled to the ground. A score of 6 is always successful, no matter what the Monster's Toughness.
If a Monster is hurled to the ground, it suffers 1D6 Wounds with no armour deductions, and is prone. It will take a Monster a whole turn to get up. During this time it may do nothing else.
- Value: 1000 gold
- Restriction: Dwarf & Barbarian only
- Footer: USE ONCE PER ADVENTURE
Power Stone of Le Marquis
This is the fabled Power Stone of the Marquis. Your Warrior can add 1D6 to his Strength for one turn.
- Value: 500 gold
- Footer: USE ONCE PER ADVENTURE
Shield Spell Scroll
For this turn the Warrior bearing the scroll is immune to all attacks except those made with either a natural 6 to hit or that are magical in nature. The Warrior can move and fight as usual.
Once used the scroll is destroyed.
- Value: 500 gold
- Restriction: Dwarf, Elf & Wizard only
- Footer: DISCARD AFTER USE
Sword of Vengeance
This sword ignores the Monster's Toughness and all except magical armour when determining damage. In addition, the wielder can re-roll one miss per turn.
- Value: 1000 gold
- Restriction: Barbarian & Wizard only
- Footer: PERMANENT
The Hammer of Sigmar
The Hammer of Sigmar ignores all except magical armour when rolling for damage. In addition, if the to hit score for the attack was a natural 6 it causes 4 x normal damage.
There can only ever be one Hammer of Sigmar in the party.
- Value: 2000 gold
- Restriction: Barbarian & Dwarf only
- Footer: PERMANENT
Warningstone of Asuryan
When ambushed, the wearer rolls a dice. On a score of 6, he senses the danger and warns the other Warriors, so the attackers do not get their ambush attack. The Warrior may try this once per event which generates Monsters with the Ambush ability.
- Value: 1100 gold
- Restriction: Elf, Wizard & Barbarian only
- Footer: PERMANENT