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Warhammer Quest: Treasure Cards Pack #3 thumbnail

Warhammer Quest: Treasure Cards Pack #3

Expansion for Warhammer Quest

Warhammer Quest: Treasure Cards Pack #3 Rulebook

Table of Contents

Table of Contents

  • Dungeon Room Treasure Cards
    • Wines of Bretonnia
    • Amulet of Fury
    • Elthanrion's Bow
    • Salve of Strength
    • Abandoned Backpack
    • Destroy Magic Scroll
    • Stonebread
    • Javelin
    • Potion of Flying
    • Flesh Worm Scroll
    • Protection Ring
    • Sword of Might
    • Dwarf Pick
    • Wizard's Staff
    • Potion of Water Walking
    • Map
    • Blessed Sword
    • Precious Icon
    • Potion of Toughness
    • Rapid Fire Bracelets
    • Ring of Invisibility
    • Bag of Gold
    • Holy Water
    • Amulet of Vindication
    • Window of the Void Scroll
    • Potion of Lightning Blades
    • Glittering Robe Scroll
    • Bow of Tiranoc
    • Wings of Power Scroll
    • Blood Pulse Spell Scroll
    • Bone Blade
    • Rune of Destruction
    • Horn of Resilience
    • Luckstone of Anurandel
    • Runestone of Death
    • Runestone of Magic
    • Icon of Agility
    • Potion of Keensight
    • Potion of Endurance
  • Objective Room Treasure Cards
    • Sword of Heroes
    • Ring of Seeking
    • Speed Stone of Le Marquis
    • Pistol & Shot
    • Bow of Loren
    • Axe of Blood
    • Talisman of Jet
    • Warp Jump Spell Jewel
    • Bracelet of Saphery
    • Dragon Sword
    • Helm of Possession
    • Wand of Jade

Dungeon Room Treasure Cards

Wines of Bretonnia

The Warriors find 1D6 unopened bottles of 100-year old wine, a spectacular find indeed! Each bottle is worth 100 gold.

  • Value: 1D6 x 100 gold
  • Footer: RECORD THEN DISCARD

Amulet of Fury

This amulet allows a Warrior who is not a Wizard to cast a spell. If your Warrior gets the amulet take a spell card at random.

Your Warrior may try to cast the spell once per turn, rolling equal to or over its casting number on 1D6 to do so. After successful use, the amulet disintegrates!

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

Elthanrion's Bow

This bow is enchanted with Elf magic that makes it much more accurate.

While your Warrior is using this bow he gets +1 to hit.

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

Salve of Strength

This salve gives your Warrior +1 Strength for 1D6 turns.

There is only enough salve in the phial for one application.

  • Value: 100 gold
  • Restriction: Barbarian & Dwarf only
  • Footer: ONE USE ONLY

Abandoned Backpack

After searching the area, one of the Warriors finds a scruffy looking backpack of the kind often used by adventurers.

In the backpack there are 1D3 items of treasure. Take this many Treasure cards immediately to see what the Warriors have discovered.

The Warrior who gets this card can keep all 1D3 items for himself, and they count as one item for the purposes of divvying out treasure.

  • Value: not printed on the card
  • Footer: USE THEN DISCARD

Destroy Magic Scroll

This scroll allows the Wizard to automatically dispel and destroy any one spell cast against him or his companions.

(RPG: By destroying the spell the Wizard prevents the target from ever casting it again. If you roll a destroyed spell on a Monster's Spell Table when determining which spell it casts, roll again.)

One use, then discard.

  • Value: 350 gold
  • Restriction: Wzard [sic] only
  • Footer: ONE USE ONLY

Stonebread

Only a Dwarf would ever consider eating stonebread, and they take a gruff satisfaction in the fact that only they can eat the stuff.

Eating stonebread is obviously no quick task. If a Dwarf does nothing for a turn, except chew his way through a piece of stonebread, at the end of the Warriors' Phase he regains 1D6 Wounds. You find 1D6 pieces.

  • Value: 30 gold
  • Restriction: Dwarf only
  • Footer: PERMANENT

Javelin

This javelin may be thrown as a Strength 4 missile weapon. If the target is successfully hit, and is standing directly in front of, and adjacent to a wall, roll an extra 1D6 after rolling for damage. If the score is 1-4 the javelin simply causes normal damage. On a score of 5 or 6 the javelin causes normal damage and pins the target to the wall. The target may do nothing for the rest of this turn as it struggles to free itself. After combat, the Warrior may retrieve the javelin.

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

Potion of Flying

When drunk, this potion causes your Warrior to fly for one turn. While airborne, he moves at 1D6+2 squares, can fly over all obstacles, and cannot be pinned. If he is in contact with a Monster at the end of his flight, he may attack it.

  • Value: 150 gold
  • Footer: USE ONCE, THEN DISCARD

Flesh Worm Scroll

Pick a Monster on the same board section as the Warrior with the scroll. The Monster is attacked by a Flesh Worm, losing 1 Wound with no modifiers for anything (Toughness, armour). At the start of every further turn, roll 1D6. On a score of 1-4, the Flesh Worm dies. On a score of 5 or 6 it continues to feed and the victim takes another 1 Wound.

  • Value: 50 gold
  • Restriction: Dwarf, Wizard & Elf only
  • Footer: ONE USE ONLY

Protection Ring

While wearing this ring your Warrior gets +1 Toughness.

  • Value: 300 gold
  • Footer: PERMANENT

Sword of Might

While your Warrior is using this sword he gets +1 Strength.

  • Value: 150 gold
  • Footer: PERMANENT

Dwarf Pick

You may use the pick to dig your way through a cave-in. It takes 1D6 turns to clear a way through the rubble.

After each successful use, roll a D6. On a roll of a 1 the pick breaks, and must be discarded.

  • Value: 125 gold
  • Restriction: Dwarf only
  • Footer: PERMANENT

Wizard's Staff

The Wizard may use the staff in hand-to-hand combat at -1 to his to hit roll. It causes (1D6 + the Wizard's Strength) Wounds to the target. It can also be wielded defensively, giving the Wizard +1 Toughness while he carries it.

The Wizard's Staff is inherently magical and once per adventure you can use it in the Power Phase to re-roll the Wizard's Power (and avoid an Unexpected Event!).

A Wizard's Staff comes with 1 point of Power already stored in it, which the Wizard can use in the same way as his Power Tokens.

(RPG: The Wizard may recharge the Staff by visting [sic] the Font of Power.)

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

Potion of Water Walking

After drinking this potion your Warrior can walk over areas of water at a rate of (3 x his normal Movement) squares per turn.

The potion is effective for one turn.

  • Value: 100 gold
  • Footer: USE ONCE ONLY

Map

The tube contains an ancient map of the dungeon. From looking at the map, you can see that there is a secret door leading out of the next room you come to. In the next room, place an extra door on one of the free walls. Through the door is a single dungeon room. When the Warriors enter the room, take 2 Event cards. Once the events are completed, the Warriors gain 2 Treasure items on top of any they gain for killing any Monsters in the room.

  • Value: 10 gold
  • Footer: USE THEN DISCARD

Blessed Sword

While your Warrior is using this sword he only misses his opponent if his to hit roll is a 1 or a 2.

  • Value: 300 gold
  • Footer: PERMANENT

Precious Icon

The casket contains an icon which belongs to the Elders of a far distant village. After the adventure, you may sell the icon back to the Elders for 1D6 x 200 gold.

(RPG: Obviously the Warriors must first visit a village to claim their reward!)

  • Value: 1D6 x 200 gold
  • Footer: AFTER SALE, DISCARD

Potion of Toughness

When drunk, this potion gives your Warrior +1 Toughness for one turn.

  • Value: 75 gold
  • Footer: USE ONCE ONLY

Rapid Fire Bracelets

These bracelets give your Warrior +1 Attacks per turn with a missile weapon.

  • Value: 450 gold
  • Restriction: Barbarian & Elf only
  • Footer: PERMANENT

Ring of Invisibility

While wearing this ring your Warrior is invisible and therefore cannot be attacked. He may fight as normal.

The invisibility lasts for one turn and the ring may be used once per adventure.

  • Value: 200 gold
  • Restriction: Barbarian & Elf only
  • Footer: ONE USE PER ADVENTURE

Bag of Gold

The leather bag contains 1D6 x 25 gold.

  • Value: 1D6 x 25 gold
  • Footer: RECORD THEN DISCARD

Holy Water

When thrown at Daemonic, Undead or Chaotic creatures (making a normal BS roll to hit, and assuming the Warrior can see his target), it causes 1D6 Wounds to the Monster it hits, and 1D3 Wounds to any adjacent squares. No deductions at all may be made.

  • Value: 250 gold
  • Footer: USE ONCE, THEN DISCARD

Amulet of Vindication

This amulet allows the Warrior to cancel out hostile magic. When a spell is cast against the bearer of the amulet, roll a D6. On a roll of 6 the spell is cancelled out and has no effect.

(RPG: This amulet gives the Warrior a magic resistance of 6+. This works in the same way as the Magical Resistance ability that some Monsters possess. See page 83 of the Roleplay book.)

The amulet may be used every time a spell is cast at the Warrior.

  • Value: 500 gold
  • Restriction: Barbarian Dwarf & Elf only
  • Footer: PERMANENT

Window of the Void Scroll

The hole is created in any empty square the Warrior can see. Once the hole is active, roll 1D6 for each Monster adjacent to it. On a score of 1-4 that Monster stands its ground and may ignore the hole. On a score of 5-6 the Monster is hypnotically attracted to the hole, steps through it and vanishes. At the end of the turn the hole disappears with a crack.

Warriors are not affected by the hole and can ignore it, but they cannot enter that square.

  • Value: 400 gold
  • Restriction: Dwarf, Wizard & Elf only
  • Footer: ONE USE, THEN DISCARD

Potion of Lightning Blades

When drunk, this potion gives your Warrior +1 to hit (RPG: +1 to hit per battle-level) for the duration of one turn.

  • Value: 500 gold
  • Footer: USE ONCE, THEN DISCARD

Glittering Robe Scroll

This spell creates a cloak of magical energy around the Warrior bearing the scroll, which can absorb 1D6 Wounds.

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

Bow of Tiranoc

This bow is very powerful and causes an extra 3 Wounds every time it strikes.

  • Value: 300 gold
  • Footer: PERMANENT

Wings of Power Scroll

This spell allows the Warrior bearing the scroll to fly. While airborne the Warrior may not make any attacks, and is immune to all attacks except those from missile weapons or of a magical nature. While in the air a Warrior moves normally and may ignore any ground-based obstacles such as chasms or pits.

The spell lasts for one whole turn.

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

Blood Pulse Spell Scroll

The Warrior bearing the scroll immediately regains 1D6 Wounds.

  • Value: 75 gold
  • Restriction: Dwarf, Elf & Wizard only
  • Footer: USE ONCE, THEN DISCARD

Bone Blade

Your Warrior may use this sword once per adventure. If his attack hits, the sword causes 2D6 + his Strength Wounds.

(RPG: For one turn per adventure, the Warrior may trade in all his normal attacks and use this sword to make a single attack that causes normal damage + (1D6 x his battle-level) extra Wounds.)

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

Rune of Destruction

This rune can be burned onto a single blade by touching the stone to the metal. From now on, the rune allows the wielder of the weapon to double his number of Attacks once per adventure.

  • Value: 400 gold
  • Footer: ONE USE PER ADVENTURE

Horn of Resilience

When blown, the magical power of this allows all the Warriors to enter a self-induced hypnotic trance and heal themselves.

This horn may only be used if there are no Monsters in the room. Entering the trance takes one turn, during which your Warrior may do nothing else. At the end of the turn your Warrior regains 1D6 Wounds.

The horn may be blown once-per adventure.

  • Value: 350 gold
  • Footer: USE ONCE PER ADVENTURE

Luckstone of Anurandel

This plain, smooth stone bears an Elf rune. It allows the bearer to re-roll any one dice roll once per adventure.

  • Value: 150 gold
  • Restriction: Barbarian, Elf & Wizard only
  • Footer: ONE USE PER ADVENTURE

Runestone of Death

This rune can be burned onto a single blade by touching the stone to the metal. Once during each adventure, when using this weapon, you may roll an extra 2D6 when determining damage.

  • Value: 250 gold
  • Restriction: Barbarian, Dwarf & Wizard only
  • Footer: ONE USE PER ADVENTURE

Runestone of Magic

This rune can be burned onto a single blade by touching the stone to the metal. The rune glows dully, and keeps the blade sharp. From now on this weapon is treated as being magical.

  • Value: 25 gold
  • Footer: PERMANENT

Icon of Agility

When used, this icon allows your Warrior to add +1 to his roll to escape from pinning.

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

Potion of Keensight

When drunk, for one turn only, this potion gives your Warrior the ability to make a number of missile attacks equal to his Attacks characteristics, rather than the standard one shot per turn.

The pot only contains enough potion for one dose.

  • Value: 250 gold
  • Footer: USE ONCE, THEN DISCARD

Potion of Endurance

When drunk, this potion allows your Warrior to ignore the Wounds from a single blow that might otherwise kill him.

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

Objective Room Treasure Cards

Sword of Heroes

This sword causes an extra 3D6 Wounds when used against Monsters with a Toughness of 6 or more.

  • Value: 900 gold
  • Footer: PERMANENT

Ring of Seeking

This ring allows your Warrior to attempt to avoid a trap he has just activated. Roll a 1D6. On a score of 1, 2 or 3 the ring's magic fails to work and the trap goes off as normal. On a score of 4, 5 or 6 the trap is magically disarmed and fails to work.

  • Value: 500 gold
  • Footer: PERMANENT

Speed Stone of Le Marquis

For one turn only, your Warrior can add +2 to his Movement and automatically break from pinning.

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

Pistol & Shot

The pistol is a missile weapon with Strength 6. It has a range of 6 squares. It takes one turn to reload after it has been fired.

The pistol comes with enough shot and gunpowder for one adventure.

(RPG: The pistol can be re-loaded by visiting the Gunsmith as usual.)

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

Bow of Loren

This bow causes 1D6+3 Wounds (RPG: 1D6 Wounds per battle-level of the firer). If this is sufficient to kill the target outright, and there is a Monster directly behind it in the direction the bow was fired, the arrow continues, hitting that Monster too. This process continues until there are no more Monsters in the direct line of fire, or one of them survives.

  • Value: 2000 gold
  • Restriction: Elf only
  • Footer: PERMANENT

Axe of Blood

Whenever Monsters appear, roll a dice to see how the Warrior with the axe reacts this turn:

  • 1: Insane, He attacks the nearest Warrior, ignoring pinning. He is at -1 to all his to hit rolls, but at +1 Strength and +1 Attacks. Roll again next turn.

  • 2-5: The Warrior attacks the nearest Monster, with -1 to all his to hit rolls, but +1 Strength & Attacks. Roll on this table next turn, adding +1 to your dice roll.

  • 6: The Warrior regains his self control, and may move and fight as usual, at +1 Strength and +1 Attacks.

  • Value: 800 gold

  • Restriction: Barbarian & Dwarf only

  • Footer: PERMANENT

Talisman of Jet

This talisman allows a Wizard to exchange one of the spells he has learned for a new one.

If you want to exchange one of your spells, roll a D6. On a score of 2 or more you may exchange the spell you don't want for another of the same type. Select the new spell at random.

(RPG: Roll a D6 at the start of the game if you wish to exchange one of your spells for another. On a score of 1 the talisman's power is exhausted and it crumbles to dust. On a score of 2+ you may exchange one of your spells for one of the same casting number.)

  • Value: 600 gold
  • Restriction: Wizard only
  • Footer: USE ONCE PER ADVENTURE

Warp Jump Spell Jewel

The jewel bearer and all adjacent Warriors are transported to anywhere in the dungeon already explored, appearing in the same order as when they disappeared.

If a Warrior that jumps is carrying the only light source, the remaining Warriors are 'Lost in the Dark' and must roll on the Escaping Table from the Adventure Book. This also happens if Warriors Warp Jump without a light source.

The jewel can be used once per adventure.

  • Value: 750 gold
  • Footer: USE ONCE PER ADVENTURE

Bracelet of Saphery

When you find the bracelet, randomly select one spell. This spell is stored in the bracelet, and may be cast once automatically during the adventure.

(RPG: Before each adventure, randomly select one spell equivalent to your Warrior's battle-level. Once per adventure, this spell may be cast automatically.)

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

Dragon Sword

This sword causes double damage on a successful natural to hit roll of 5 or 6. However, the sword is partially sentient and refuses to be drawn from its scabbard by unworthy Warriors. At the start of each turn, roll a D6. On a roll of 1-3 the sword refuses to leave its scabbard.

(RPG: It will not let itself be used by Warriors of battle-level 3 or below.)

  • Value: 1200 gold
  • Footer: PERMANENT

Helm of Possession

The wearer gains +1 Toughness. In addition, once per turn, the Warrior wearing the helm may attempt to hypnotise any one model that is within his line of sight. Roll a dice. On a score of a 6, the model is hypnotised for the duration of the turn. Whilst hypnotised, the model loses 1D6 attacks.

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

Wand of Jade

This wand increases the effect of any spell that requires you to roll dice for its effects, such as Heal Wounds, by adding +2 to the total. The wand does not increase the spell's chance of success.

So, if used to increase the effects of the Finger of Life spell, the spell still succeeds on a roll of 4, 5 or 6, but now heals 6, 7 or 8 Wounds (depending on the success roll).

When found, the wand has 2D6 charges: each use of the wand expends 1 charge.

  • Value: 600 gold
  • Restriction: Wizard only
  • Footer: PERMANENT

Wand of Diabolum

While using this wand, all of your Wizard's spells have their Casting Number reduced by -1.

  • Value: 600 gold
  • Restriction: Wizard only
  • Footer: PERMANENT

Chalice of Battle

When drinking from the chalice, the Warrior gains the following benefits for one turn:

  • +1 Attacks

  • +1 to all to hit rolls

  • +1 Strength dice for resolving damage

  • Value: 1000 gold

  • Footer: USE ONCE PER ADVENTURE

  • Wand of Diabolum
  • Chalice of Battle