+Introduction+ already taken. Toughness from him. You cannot
Most monsters have loot on them which the 5 Dragon The Adventurer can tell an item has a curse until it Adventurers can take if they kill or capture them. Breath breathe fire like a bites. Then you cant get rid of it Chests also contain loot, but may be locked and (Red & dragon, once. This until someone willingly accepts it trapped. Brimstone) affects every figure in a as a gift. As GM you can choose what loot to give out or you single room or corridor Healing Once per day the owner can use can use the random tables below. It is entirely up to section, except the the Healing ability like a priest. you how you want to play it. Adventurer himself. Levitation The owner can rise up and down at Each figure in that area normal speed for up to ten rounds takes a single wound. a day. +Loot Tables+ 6 Stone to If poured over a figure Light The item shines like a Lantern upon Source Loot Flesh that has been turned to command. Minion or Monsters Toughness x 3 Ducats (Clear & stone it will turn them Luck The owner receives a free re-roll small Critter Salty) back to flesh and blood. once per day. Boss or Boss or Critter Toughness x 10 7 Holy Water If thrown over any Random Each morning reroll the items big Critter Ducats. (Clear & Undead or a Devil it will power. A chance of a magic item: Lavender) wound them. No saves. Regen- The owner heals one step per Roll 1D10, on a 8 or 9 there is a 8 Speed For 5 turns the eration minute. magic item, on a 10 there are (Yellow & Adventurer doubles his Searching The owner gains the Find Secret two (see tables below). Burnt movement rate. Doors ability The basic kit of 4 dead Rubber) Shadows The owner gains the Sneak ability. Adventurers. 9 Red Bull Figure can go without Snake The owner is immune to poison. Master Masters Toughness x 50 (Red & sleep for another day. Warmth The item will keep the adventurer Ducats. Sweet). warm in the coldest of nights. 1D10 magic items (see tables 10 Acid (Black Will burn through a lock Water- The owner can walk upon water, or below). & Acrid) or the lid of a chest. walking any liquid, as if it was solid ground. The full kit of 1D10 dead Adventurers. Chest 2D6 x 10 Ducats. +Wonders+ +Artefacts+ These are enchanted items that are not deliberately These are ancient, legendary and very rare items. A chance of a magic item: made for combat. They have a wide range of forms Only powerful Bosses and Masters will have these. Roll 1D6, on a 5 or 6 there is a and powers, as shown in the tables below. An Adventurer can only possess one Artefact at a magic item (see table below). An Adventurer can only use three of these at any time. If he tries to possess two, they will sulk and Dragon 1D10 x 100 Ducats. one time. The magical fields they give out interfere neither will work. Hoard 1D10 magic items. with each other if there are more than three and The full kit of 2D10 dead none will work. Spare items can be kept in a 1D10 Artefact Adventurers. backpack or pouch. 1-3 Saint Percys Finger A Minion, Boss or Master that has magic items that If an Adventurer wishes to sell a Wonder he will 4-5 The Eye of Edna it can use, will use them. receive a thousand gold ducats. You cannot 6 The Other Ring generally buy Wonders. 7-8 The Book of Grudges 1D10 Magic Item Form of Wonder 9 The Shiny Shirt 1-3 Potion (see Potion table below). 1-3 4-7 8-10 10 The Touchstone 4 Wonder: Roll another 1D6. On a 1-5 go 1D10 Clothing Jewellery Other items to the Wonder table. On a 6 go to the 1-2 Boots Ring Book Saint Percys Finger. These sacred relics allow a Artefact table. Priest to both Heal and use Holy Light in the same 5 Magic Shield, +2 to Defence 3 Hat Tiara Cup turn. There are eight of these in existence. Saint 6-7 Magic Crystal. 4-5 Belt Amulet Bell Percy still has his thumbs. Roll 1D6: 1-3 Armour Crystal (+1 to 6 Mask Torc* Athame** The Eye of Edna. A Character using this has the Armour). 4-6 Weapon Crystal (+1 to Spot ability. There are three of these in existence. Attacks) 7-8 Gloves Earrings Wand An Elf holding an eye loses their Spot ability. Edna 8-10 Scroll. 9-10 Cloak Bracelet Candle hated Elves. The Other Ring. This unique Artefact turns the Magic Crystals clip onto a figures weapon or * A Torc is a thick, solid silver or gold necklace. Adventurer both invisible and silent (i.e. he cannot armour (not shields). A figure can have a maximum ** An Athame is a small ceremonial knife. be heard when he talks) when worn. of three crystals clipped on his armour and two Power of Wonder 1-5 6-8 9-10 Except to Undead who then focus all their efforts crystals on his weapon at any one time. Weapons 1D10 Minor Medium Major on the ring wearer. and Armour with crystals clipped to them give off a Re- The Book of Grudges. A Dwarf with this can add +2 faint blue glow. 1 Courage Strength generation to his Strength and Toughness when facing orcs or A figure can only use one Magic Shield. 2-4 Cursed Healing Luck Goblins. A Scroll contains a single spell that can be cast by There are reputed to be seven of these in existence. anyone who can read (i.e. probably not Barbarians 5-7 Light Dexterity Shadows One for each Dwarven Clan (and they are keen to or Hobbits). Once read the scroll turns to ash. 8 Random Toughness Levitation get them back homicidally keen). +Potions+ Water- The Shiny Shirt. This counts as Heavy Armour but These come in small flasks or vials, and each 9 Searching Speed weighs the same as a vest, and can only be used by walking contains just one dose. Once they are drunk they small creatures such as Halflings and Goblins. 10 Warmth Intellect Snake are gone. Each potion has a distinct colour and There is only one Shiny Shirt in existence. smell which may help Adventurers identify it. Power Description The Touchstone. The holder can cast a single spell Attribute This increases the listed attribute of his choice once per day which always works, 1D10 Potion Effect Bonus by 1 while it is being used. even if he is not a Wizard. Resistance is useless. 1-2 Healing Heals figure drinking it, Courage The Adventurer is immune to the There is only one Touchstone in existence. (Green & like a Priest, but only if Terrifying effects of some Minty) you are not dead. Monsters. 3-4 Purgative Will stop the effects of a Cursed Reroll for its usual power. Each (Black & poisonous attack. It time the owner uses that power Peppery) does not cure damage the Wonder steals a point of