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 Asp's Gallery of Misc. Equipment

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Asp
Venerable Ancient
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Primary Warband played: Marienburgers Marienburgers
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PostSubject: Asp's Gallery of Misc. Equipment   Mon 20 Apr 2009 - 10:58

Abacus 70+D6x10gc rare 10+
Owner may re-roll 1D6 when using the 'Haggle' skill.

Araby Wash Bar 10gc rare 8+
Owner *must* add +1 to his next post-game injury roll (66). One use only.

Blessed Water 5gc rare 7+
Blessing: One weapon has +1 WS or +1 BS for the next battle only.
Common for Witch Hunters.

Cathayan Silks 40+2D6gc rare 9+
Owner has +1 to rarity rolls.
Price 20+2D6gc for Marienburgers.

Dark Venom 7gc rare 6+
Poison: One weapon may re-roll natural '1's 'to wound'. One use only.

Dwarven Ale 7gc common
Drug: User is immune to fear. One use only.

Elven Cloak 75+D6x10gc rare 12+
Owner has the 'Dodge' skill.

Elven Wine 7gc rare 7+
Drug: User may ignore one serious injury (66) for the next battle. One use only.

Holy Tome 80+D6x10gc rare 8+
Owner has +1 to all prayer casting rolls.

Hunting Falcon 40+2D6gc rare 10+
Owner may shoot at hidden enemies within his line of sight. They will remain hidden to everyone else.

Madcap Mushrooms 7+D6gc rare 9+
Drug: User is immune to psychology for one battle. One use only.
Side effect: Roll 2D6: On 2-5 user suffers from stupidity next battle.

Mandrake Root 7+D6gc rare 9+
Drug: User has +1S for one battle. One use only.
Side effect: Roll 2D6: On 2-5 user suffers -1 S next battle.

Mordheim Map 50+2D6gc rare 9+
When aquired, roll a D6:
(1-4) Fake: Map is discarded and owner must miss next game.
(5-6) Real: Owner has the 'Infiltration' skill.

Pit F. Manual 80+D6x10gc rare 10+

One hero permanently gains access to Combat skills in addition to his other skill lists. One use only.

Power Scroll 10+D6gc rare 9+
One spell is cast with 3D6 instead of the normal 2D6. One use only.

Power Wand 20+3D6gc rare 9+
If armed with a Staff (Club) owner has +1 to all spellcasting rolls.

Religious Relic 15+D6gc rare 7+
Owner has -1 to all fear tests.

Rope & Hook 7gc common
Owner rolls two dice for climb tests and picks eigther.

Superior Blackpowder 25+2D6gc rare 8+
Owner adds +1 S to all attacks made with Handgun, Long Rifle or Blunderbuss. Lasts entire campaign.

Tears of Shallaya 7gc common
Drug: User is immune to poison for one battle.

Telescope 30+D6gc rare 11+
Critical wounds that owner inflicts with Handgun or Long Rifle are tripled to three wounds.

Toad Tongue 20+2D6gc rare 8+
One Dagger in owner's possion is automatically coated in Dark Venom each battle.

Tome of Magic 125+D6x10gc rare 12+
One Wizard gains an extra random spell from his own list or the Hedge Magic List (choose which). Alternatively, a non-wizard with the ‘Arcane Lore’ skill gains a random spell from the warband’s list or the Hedge Magic list (choose which). That hero will now have access to that list. One use only.

Witch Hunter's Handbook 30+2D6gc rare 9+
Owner hates wizards.
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Da Bank
Rules Guru
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PostSubject: Re: Asp's Gallery of Misc. Equipment   Mon 20 Apr 2009 - 11:48

Elven Wine 7gc rare 7+
Drug: User may ignore one serious injury (66) for the next battle. One use only. Will wake up with a headache the next day.
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StyrofoamKing
Etheral
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Primary Warband played: Pirates (Unofficial) Pirates (Unofficial)
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PostSubject: Re: Asp's Gallery of Misc. Equipment   Mon 20 Apr 2009 - 12:11

Hmm. So, your Dwarven Ale is a one-use only item, eh? Not a bad one, really. Might have to stick in Sartosa. Although, it's basically a single-serving of Bugman's.
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Asp
Venerable Ancient
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Primary Warband played: Marienburgers Marienburgers
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PostSubject: Re: Asp's Gallery of Misc. Equipment   Mon 20 Apr 2009 - 18:18

Now with Exploration Mod:

( 1 1 ) Well
If you wish, choose a hero and roll a D6: 1-2: Miss next game 3-6: One Shard of Wyrdstone

( 2 2 ) Shop
Roll a D6: 1-4 Dwarven Ale 5-6: Dark Venom

( 3 3 ) Corpse
Roll a D6: 1-3: Club 4-5: Sword 6: Light Armour

(4 4 ) Mordheim Survivor
Night Goblins: Fodder: Take 15gc off the price of the next River Troll or Giant Squig Mount Hired. (Cumulative over time, mark it down on rooster.)
Possessed: Sacrifice him: Warband leader gains +1 experience.
Skaven: Sell to slavers: Gain 2D6gc.
Undead: Reanimate: Gain one free Zombie.
Other warbands: Interrogate. Roll an extra Exploration Dice after next game. Then discard any one exploration dice.

( 5 5 ) Overturned Cart
Roll a D6: 1-3: D6gc 4-5: Rope & Hook 6: Mordheim Map

( 6 6 ) Shrine
Blessed Water

( 1 1 1 ) Wine Cellar
Leader must take a Leadership test.
If passed: Five bottles of Elven Wine
If failed: One bottle of Elven Wine
If Undead fail they still get two bottles.

( 2 2 2 ) Blacksmith
Roll a D6: 1-3: Sword 4-5: Great Weapon 6: Lance

( 3 3 3 ) Prisoners
Night Goblins: Fodder: Take 25gc off the price of the next River Troll or Giant Squig Mount Hired.
(Cumulative over time, mark it down on rooster.)
Possessed: Sacrifice them. Warband leader gains +1 experience.
Skaven: Sell to slavers. Gain 4D6gc.
Undead: Reanimate. Gain two free Zombies.
Other Warbands: Free them. Gain 2D6gc and gain one henchman of your choice. (He starts with no weapons and 0 experience.)

( 4 4 4 ) Fletcher
Roll a D6: 1-3: Long Bow 4-5: Crossbow 6: Elf Bow

( 5 5 5 ) Fisherman’s Pier
Net, Rope & Hook

( 6 6 6 ) Returning a Favour
Free Hired Sword next game. Afterwards you may keep the Hired Sword by paying his Upkeep Fee. If you already employ all the hired swords allowed by your warband, gain 2D6gc instead.

( 1 1 1 1 ) Gunsmith
Roll a D6: 1-3: Duelling Pistol 4-5: Superior Blackpowder 6: Long Rifle

( 2 2 2 2 ) Chapel
Possessed: Desecrate the Chapel: Warband leader gains +2 experience.
Witch Hunters: Seal the Chapel: Holy Tome and Religious Relic
Other Warbands: Loot the Chapel: 3D6gc and Religious Relic

( 3 3 3 3 ) Townhouse
3D6gc, 2 Dwarven Ale.

( 4 4 4 4 ) Armourer
Roll a D6: 1-3: Light Armour 4-5: Heavy Armour 6: Gromril Armour

( 5 5 5 5 ) Graveyard
Undead: Gain one free Ghoul and two free Zombies.
Witch Hunters:
Other Warbands: Loot the graves:

( 6 6 6 6 ) Guardhouse
Leader must take a Leadership test.
If passed: Warband gains a Warhound and a Halberd.
If failed: If you wish, choose a hero. That hero must fight a Warhound. Initiative determines who charges. If he wins, he gains +1 experience and a Halberd. If he looses he rolls on the Heroes’ Serious Injury Chart (D66).

( 1 1 1 1 1 ) Moneylender’s Accounts
Marienburgers: Work the loans: D3x20gc + 5D6gc
Other Warbands: Cash in the loans: D3x20gc

( 2 2 2 2 2 ) Alchemist’s Laboratory
Toad Tongue, Dagger, 3 Dark Venom, 2 Mandrake Root

( 3 3 3 3 3 ) Fighting Pits
If you wish, choose a hero. That hero must fight a Pit Fighter with Flail and Spiked Gauntlet. Initiative determines who charges. (Mounts cannot be used in Pit Fights.) If you win, the hero gains +1 experience, 25gc and a Pit Fighter’s Manual. If you loose hero is robbed of all weapons, armour and equipment and must roll on the Heroes Serious Injury Chart (D66).

( 4 4 4 4 4 ) Tailor
Roll a D6: 1-5: Cathayan Silks 6: Elven Cloak

( 5 5 5 5 5 ) Library
Mordheim Map, Witch Hunter’s Handbook

( 6 6 6 6 6 ) Observatory
Telescope, Hunting Falcon

( 1 1 1 1 1 1 ) Noble’s Villa
D3x20gc, Cathayan Silks, 3 Araby Wash Bars, 3 Elven Wine, Crimson Shade

( 2 2 2 2 2 2 ) Wizard’s Tower
Tome of Magic, Ithilmar Dagger, 3 Power Scrolls

( 3 3 3 3 3 3 ) Jewellist's Workshop
25gc, Telescope, Gromril Dagger,

( 4 4 4 4 4 4 ) Tilean Bank
D3x20gc, Abacus, Cathayan Silks,

( 5 5 5 5 5 5 ) Barracks
2 Halberds, 2 Handguns, 2 Light Armour

( 6 6 6 6 6 6 )
?
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PostSubject: Re: Asp's Gallery of Misc. Equipment   Today at 15:19

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