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Treasure Cards

The document details various treasure cards from the game Warhammer Quest, including descriptions, effects, and values for each item. Each card provides unique benefits such as healing, enhanced attacks, or magical abilities, and specifies how many times they can be used before being discarded. The treasures range in value from gold pieces to powerful artifacts, contributing to gameplay strategy and character enhancement.

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William Brand
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0% found this document useful (0 votes)
53 views21 pages

Treasure Cards

The document details various treasure cards from the game Warhammer Quest, including descriptions, effects, and values for each item. Each card provides unique benefits such as healing, enhanced attacks, or magical abilities, and specifies how many times they can be used before being discarded. The treasures range in value from gold pieces to powerful artifacts, contributing to gameplay strategy and character enhancement.

Uploaded by

William Brand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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VALUE VALUE VALUE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

VALUE VALUE VALUE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

VALUE VALUE VALUE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
GOLD GOLD HEALING SALVE
You find 3 gold pieces hidden After a thorough search of Amongst the debris in the
under some old rags in one the area, one of the Warriors room, you find an earthen
corner of the room. finds a small cache of coins, bowl containing a thick,
gems and other precious yellow paste. It is a salve of
Record the money on your items. healing.
Adventure Record sheet and
then discard this card. The cache is worth 1D6100 The healing salve can restore
gold. Record the money on your 2D6 Wounds to any single
Adventure Record sheet and Warrior, or 1D6 Wound on each
then discard this card. of 2 different Warriors.

VALUE VALUE VALUE

3 100
GOLD GOLD

RECORD AND DISCARD RECORD AND DISCARD USE ONCE, THEN DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


HEALING POTION INCENSE OF HEALING FLASH POWDER
You find a tightly sealed You find a small, decorative Hidden in a small alcove in
glass jar lying on the ground urn in the corner of the the wall, overgrown by
by the wall. Inside is a small room, covered with magical moss, you find a small bag of
quantity of a glittering red symbols and runes. flash powder.
liquid that can only be a
Healing Potion. When opened, the urn The flash powder may be set off
discharges a fragrant cloud of at any time to confuse the
The Healing Potion may be vapour that acts like a healing Warriors‘ enemies. After it has
used to restore 1D6 Wounds on potion. Every Warrior on the exploded, any Warriors who
a single Warrior. same board section as the urn have not yet fought this Turn get
has 2D6 Wounds restored. +1 Attack.

VALUE VALUE VALUE

75 200 75
GOLD GOLD GOLD

USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


POTION OF HEALING MAGIC POTION FIRE BOMB
This ornate glass bottle This small glass bottle bears On a dirt-encrusted shelf you
contains a red coloured liquid strange inscriptions in some find a large ball with a fuse in
with a sweet, fruity smell. long-forgotten magical the top. From the rune
language.
Testing it with the smallest inscribed on it, and its
sip, you realise it is a Potion When your Warrior drinks the Magic pungent smell, you realise it
of Healing Potion, roll 1D6 to determine what it is a firebomb.
is:
There is enough Healing Potion 1 Poison! lose 2D6 Wounds. The firebomb may be thrown at
in this bottle to heal two 2 Poison! lose 1D6 Wounds. any time and affects an area of
Warriors back to full Wounds. 3 Rainbow Potion. you Warrior‘s 22 squares. Any model in the
flesh becomes rainbow striped.
When the first dose is taken, flip area takes 1D6 Wounds with no
4 Healing Potion. Cures 1D6
this card over; when the second Wounds. modifications for Toughness or
dose is taken, 5 Healing Potion. Cures 2D6 armour.
discard this card. Wounds.
6 Potent Healing Potion!
VALUE VALUE Restores your VALUE

200 60 Warrior to full 100


GOLD GOLD Wounds. GOLD

USE TWICE, THEN DISCARD USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD
TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
DARTING STEEL DAGGERS ARROWS OF DEATH ENSORCELLED BLADE
You find two daggers of purest You find a quiver containing a You find a blade of pure iron,
steel, forged in the time of the number of jet black arrows. tempered to the sound of
High Elves. Ancient sigils bind Their shafts are encrusted with arcane incantations in ages
powerful spells of destruction to golden runes and their tips glow past. This weapon‘s magic
their blades. with a pale green light.
guides your hand, making it
While using the Darting Steel These enchanted arrows are easier to strike your foes.
Daggers your Warrior gets +1 magically sharpened. While using
Attacks and you do not have to roll the Arrows of Death, your Warrior While using the Ensorcelled
to see if he hits his opponent; each inflicts +3 Wounds on his opponents Blade, you may add +1 to your
attack made with the daggers with his missile attacks. Warrior‘s to-hit rolls.
automatically hits.
The Arrows of
However, each hit will Death can
only do 1D6 Wounds, only be used
with no modifier for by a Warrior
Strength. armed with a bow.
VALUE VALUE VALUE

350 100 150


GOLD GOLD GOLD

PERMANENT 1D6 ARROWS; 1 USE EACH PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


HELL MACE DARTING STEEL DAGGERS FUR CLOAK
Sparks fly from the iron-shod Leaning against a wall, you find You find a thick fur cloak.
head of this mace as you a hefty-looking spear with a Rolled up and placed over one
wield it, bathing the area in wickedly sharp head. arm it offers some protection
light. in place of a shield
The spear may be thrown at a single
Monster on the same board section The cloak acts as armour and
Once per adventure your as your Warrior. It may be used in
Warrior gets +2 Attacks for one provides a +1 modifier to your
addition to any other attack, and can
turn by using the Hell Mace. be used at any time.
Warrior‘s Toughness.

To make the attack, roll 1D6. On a Each time it is used, roll 1D6. On
roll of 3-6 your a 4-6 it remains
Warrior has hit effective and can
the target and be used again.
inflicts 3D6 On a 1-3 it is
Wounds. On a 1 ruined and must
or 2 he has missed. be discarded.
VALUE VALUE VALUE

250 100 75
GOLD GOLD GOLD

USE ONCE PER ADVENTURE USE ONCE PER ADVENTURE USE UNTIL DESTROYED, THEN DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


MAGIC SHIELD DRAGON SHIELD SHIELD OF DELIVERANCE
The surface of this shield This shield is fashioned from This shield is of simple yet
gleams as brightly as a mirror. the deep-red scales of a exquisite craftsmanship. It
Clouds roll across its surface, great Fire Dragon. seems to be made of a
and shards of light cut the air substance stronger than steel,
around it as you move. While wearing the Dragon yet weights little more than a
Shield your Warrior is sheet of parchment.
Each time your Warrior is hit he may
use this shield, to try and absorb the invulnerable to any one attack
The Shield of Deliverance can
blow. Roll 1D6: once per adventure, whatever
completely absorb the damage
1 The shield explodes! Take its origin. from any two blows. The first time
1D6 Wounds.
the shield is hit, flip this card over;
2-4 The shield
does not
when it is hit a
work. second time,
5-6 The shield discard this
absorbs all card.
the damage.
VALUE VALUE VALUE

300 300 500


GOLD GOLD GOLD

LASTS UNTIL DESTROYED USE ONCE PER ADVENTURE USE TWICE, THEN DISCARD
TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
QUAKE SCROLL FINGHER OF DOOM SCROLL RING OF INVISIBILITY
This dusty scroll is inscribed You find a dusty scroll, on which As soon as you slip this ring
with magic runes and sigils magical sigils are traced in a onto your finger you fade
spidery scrawl. It is the Finger of
that containt words of Doom spell – ancient and powerful from sight.
power. magic.
While wearing this ring your
This scroll can be used at any The Finger of Doom may be taken by Warrior is invisible and therefore
time, and causes a 22 square the Wizard and used just like any of cannot be attacked. He may
his other spells. fight as normal. The effect of the
area of any one board section to
cave in. Use the Cave-in marker Casting Number: 6 ring lasts for one turn.
to mark the area affected. Any When cast, the Finger of
Warrior or Monster caught in the Doom inflicts 6 Wounds
area suffers 2D6 Wounds, on a single Monster,
with no modifiers for with no modifiers for
Toughness or armour or
Toughness.
armour.
VALUE VALUE VALUE

200 450 Wizard only 175


GOLD GOLD GOLD

USE ONCE, THEN DISCARD PERMANENT USE ONCE PER ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


LIGHTNING FIRE RING TIME FREEZE RING BOOTS OF SWIFTNESS
As you put it on, this ring As you put it on, this ring You find a pair of dusty
shrinks to fit tightly around freezes like ice and bursts boots made of a strange
your finger, and a lightning into a cold blue flame, yet material.As you put them on,
rune starts to glow coldly on still feels comfortable to everything around you
its upper surface. wear. seems to blur and slow
down.
The Lightning Fire Ring can fire The Time Freeze Ring may be
a bolt of lightning on command. used at any time, giving the While waring the Boots of
Your Warrior may target any Warriors an additional Warriors‘ Swiftness your Warrior may add
Monster that is in his line of Phase straight away. +1 to his Movement.
sight. The bolt hits automatically
and inflicts 5D6 Wounds, with
no modifiers for armour.

VALUE VALUE VALUE

500 200 500


GOLD GOLD GOLD

USE ONCE PER ADVENTURE USE ONCE PER ADVENTURE PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


AMULET OF POWER CHALICE OF FATE TALON OF DEATH
This ornate amulet throbs The Chalice of Fate has the This magical artifact sucks all
dully, and a thick, black liquid power to warp time, to the light from the
appears to flow within its change fate, and to alter surrounding area, creating an
core. reality. aura of darkness around you.

At the start of each Warrior‘s The Chalice allows you to re-roll Once your Warrior has finished
Phase you may roll 1D6. On a when determining the Wizard‘s moving, he may use the Talon
2-6 your Warrior‘s Strength is Power during the Power Phase. of Death to cause 1D6 Wounds
increased by +2 for the rest of You may only re-roll once, and against every Monster adjacent
the turn. On a 1 the Amulet you must accept the second roll to him, with no modifiers for
explodes causing 1D6 Wounds even if the score is worse. Toughenss or armour. Roll for
on your Warrior, with no each Monster seperately.
modifiers for Toughness or
armour.

VALUE VALUE VALUE

350 200 500


GOLD GOLD GOLD

USE UNTIL DESTROYED, THEN DISCARD USE ONCE PER ADVENTURE USE ONCE PER ADVENTURE
TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
LUCKY TALISMAN DEATHSTONE SWORD OF ENSORCELLED IRON

In the middle f a pile of The Deathstone is a small black This dark iron blade is
rubbish in one corner of the crystal that seems to soak up surrounded by a crackling,
room, you find a Lucky the light from the lantern, spitting aura of energy.
converting it into raw power.
Talisman on a fine chain.
While your Warrior is using this
The Deathstone acts as a source of
Your Warrior may use the Lucky Power for the Wizard. When casting
sword he gets +1 on all to hit
Talisman at any time once per a spell, he may use the Deathstone rolls.
adventure. Any attack made to increase his chance of success.
while using hte Lucky Talisman Roll 1D6; on a 3-6, the spell may be
will automatically hit. cast at a cost of zero Power. On a
1-2, the spell fails and all the
Wizard‘s Power for the turn is lost.

VALUE VALUE VALUE

150 150 150


GOLD GOLD GOLD

USE ONCE PER ADVENTURE USE ONCE PER ADVENTURE PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


BERSERKER SWORD BRONZE SIGIL SWORD BLADE OF SEA GOLD
This brutal weapon appears The runes on this blade Forged from gold taken from
to be crudely fashioned from shimmer in the light. It is the depths of the sea when
a dull, iron-like metal, and exceptionally light and the world was young, this
has sinister-looking runes wellbalanced in the hand. blade is covered in runes so
engraved upon its hilt. ancient and worn that they
While your Warrior is using this can no longer be read.
When used by the Barbarian, sword he gains +2 Initiative.
this sword adds +1 to the dice While your Warrior is using this
roll to see if he becomes sword each attack he makes
berserk. When used by other ignores the
Warriors, this first point
sword has no of his
magical effect. opponent's
armour.

VALUE VALUE VALUE

250 Barbarian only 100 150


GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


BLADE OF COURONNE BITING BLADE OGRE SLAYER
This is the blade that the This sword has been This brutal, broad-bladed axe
master swordsmiths of magically sharpened to a is a powerful weapon,
Bretonnia forged to defeat an razor-fine edge, and is almost certainly of Dwarf
Undead Liche-king many capable of biting through origin.
centuries past. sheet steel as if it were
While he uses this sword, each
paper. While using this axe your
undead Monster in a square Warrior gets +2 Strength (+3 if
adjacent to your Warrior automati- While your Warrior is using this he is a Dwarf).
cally suffers 1 Wound at the end of sword each attack he makes
each turn, ignores the
after any first point
Regeneration of his
(see the Bestiary), opponent's
with no modifiers for armour.
Toughness or armour.

VALUE VALUE VALUE

200 150 400 Barbarian & Dwarf only


GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT


TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
UNDEAD BANE MAGIC SWORD BLESSED SWORD
This sword was forged in the This blade glows with a Cooled in the waters of the
time of Nagash, the Liche- yellow light and is slightly temple of Ulric, this sword is
king, and is a powerful warm to the touch. a powerful weapon of purity.
weapon against his undead
hordes. While your Warrior is using this While your Warrior is using this
sword he may attack Monsters sword he only misses his
While your Warrior is using this that are only affected by opponent if his to hit roll is a 1
sword each Attack he makes magical weapons. or a 2.
against undead Monsters
causes an
extra 1D6
Wounds.

VALUE VALUE VALUE

200 25 300
GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


MAGICAL QUIVER BONE BLADE ELTHARION'S BOW
This quiver is made from soft This magical blade is made of This bow is enchanted with
leather and has magical a bleached white substance Elf magic that makes it much
runes branded into its that looks like bone, but is as more accurate.
surface. sharp as steel.
While your Warrior is using this
Any arrows or crossbow bolts Once per adventure your bow he gets +1 to hit.
placed in this quiver Warrior may trade in all his
immediately become enchanted normal attacks and use this
so they can affect Monsters that sword to make a single attack
can only be hit that causes
with magical normal
weapons. damage
+(1D6 x his
Battle-level)
extra Wounds.
VALUE VALUE VALUE

25 Barbarian & Elf only 400 200 Barbarian & Elf only
GOLD GOLD GOLD

PERMANENT USE ONCE PER ADVENTURE PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


SWORD OF MIGHT GIANT SLAYER SWORD OF RESILIENCE
This sword is imbued with This massive sword may This sword throws a mantle
the strength of a Minotaur, only be wielded with both of power around its wielder,
and any blow it strikes is hands and even then it takes protecting him from his
delivered with the power of a a mighty Warrior to use it enemies.
raging beast. effectively.
While your Warrior is using this
While your Warrior is using this While your Warrior is using this sword he gets +1 Toughness.
sword he gets +1 Strength. sword he gets +3 Strength. This
sword may not be used while
using a
shield.

VALUE VALUE VALUE

150 250 Barbarian, Dwarf & Elf only 200


GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT


TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
DEATHSWORD BOOTS OF BATTLE DRAGONHELM
This sword's power is such These sturdy iron-shod This ancient Elven helm is
that it cannot really be boots are magically made to inscribed with a glowing rune
controlled and would soon be an exact fit for whoever of fire.
overwhelm whoever carried wears them.
it. While your Warrior is wearing
While wearing these boots your this helmet he gets +2
Once per adventure your Warrior gets an extra kick attack Toughness against all fire-
Warrior may use this sword to at -1 to hit and +1 Strength. based attacks.
increase his Strength to 10 for
one turn.

VALUE VALUE VALUE

400 250 300 Barbarian & Elf only


GOLD GOLD GOLD

USE ONCE PER ADVENTURE PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


CLOAK OF STEALTH BOOTS OF LEAPING BOOTS OF QUARGSKIN
This cloak is made of an odd These boots are fashioned These boots are made of a
material that is slippery to from the tough leather of a strange, soft leather covered
the touch. Wyvern's wings. with multicoloured swirls and
stripes.
Once per adventure, while your These boots allow your Warrior
Warrior is wearing this cloak, he to leap 1 square in any direction For one turn per adventure,
may automatically break from as part of his move, landing in while your Warrior is wearing
pinning. the square beyond. Any these boots. he gains +2
obstacle in the square being Movement. If your Warrior tries
leaped is ignored, though it still to sell these boots, no trader will
counts as 1 square take him seriously,
of movement. The and they will refuse
boots do not ignore to buy them.
rules for pinning.

VALUE VALUE VALUE

100 400 0
GOLD GOLD GOLD

USE ONCE PER ADVENTURE ONE USE PER TURN USE ONCE PER ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


ELVEN ROPE FROWING NIFE AMULET OF FURY
This sturdy rope shimmers in This is an extremely well At the heart of this crystal amulet
the light, as if is made of balanced throwing knife that a golden, magical fire rages.
elven hair. seems to leap from the
thrower's hand. The Amulet of Fury allows a Warrior
who is otherwise nonmagical to cast a
Can be used to escape from spell. As soon as your Warrior finds
any pit. Each time it is used, roll Once per combat, the Warrior may
the amulet take a Spell card at
throw the knife at any Monster he
1D6. On a result of 1 the Elven random: this is the spell it contains.
can see that is not in an adjacent
Rope breaks after use and is square to him. The knife hits on a
The bearer of the amulet may attempt
destroyed. to cast the spell once per turn, rolling
roll of 2+. The knife does 2D6 + equal to or over its casting number on
Strength damage, and 1D6 to succeed. After successful use,
ignores armour and the amulet disintegrates into powder.
Toughness. Once the Remember: A rolled 6 is always a
combat is over, the success, even when the
knife may be casting number was
retrieved. above 6!
VALUE VALUE VALUE

100 250 Barbarian, Elf & Wizard only


200
GOLD GOLD GOLD

PERMANENT USE ONCE PER COMBAT USE ONCE, THEN DISCARD


TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
POTION OF HEALING POTION OF INVISIBILITY POTION OF STRENGTH
This bottle contains a sweet- This vial contains a multi- An intoxicating liquid flows
smelling liquid with a treacly coloured liquid that swirls from this bottle, bringing a
consistency. sluggishly and gives off sense of power and might to
heady vapours as the seal is whoever drinks it.
Upon drinking this potion your broken.
Warrior regains 1D6 Wounds. After drinking this potion your
After drinking this potion your Warrior gets +1D6 Strength.
Warrior becomes invisible and The effect of the potion lasts
therefore cannot be attacked. one turn.
He may fight as normal, but may
not cast spells if he has that
ability. The effect of the potion
lasts one turn.

VALUE VALUE VALUE

200 200 100


GOLD GOLD GOLD

USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


POTION OF DISGUISE POTION OF WATER WALKING POTION OF TOUGHNESS
This black liquid has no taste This effervescent liquid has a Upon drinking this red-
and leaves no trace of salty tang reminiscent of the flecked liquid you feel your
moisture on the lips. sea. muscles bulge and your
sinews toughen.
After drinking this potion your After drinking this potion your
Warrior will not be attacked or Warrior can walk over areas of After drinking this potion your
pinned as long as he does not water at a rate of (3 his normal Warrior gets +3 Toughness. The
initiate a combat. As soon as Movement) squares per turn. effect of the potion lasts one
your Warrior attacks a target in The effect of the potion lasts turn.
any way the potion's effects one turn.
wear off.

VALUE VALUE VALUE

100 100 100


GOLD GOLD GOLD

USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


FIRE BREW POTION OF FLIGHT POTION OF FLIGHT
This vial contains a pale red liquid The contents of this bottle The contents of this bottle
that sparkles as it catches the light. It bubble and hiss as they are bubble and hiss as they are
is the harsh and fiery liquid used by
Orcs to heal their wounds. drunk, burning the throat drunk, burning the throat
and searing the tongue. and searing the tongue.
This is supposed to be a healing potion
and holds enough for four doses. After drinking this potion your After drinking this potion your
Whenever a Warrior takes a drink of the
potion roll on the table below:
Warrior levitates a few inches Warrior levitates a few inches
1 The potion tastes awful, above the ground while moving. above the ground while moving.
and does no good at all While airborne your Warrior may While airborne your Warrior may
other than induce a fit of pass over chasms, pits, etc. pass over chasms, pits, etc.
vomiting!
2-4 The potion tastes pretty unhindered and anyone who unhindered and anyone who
bad, searing the gullet, attacks him is at -1 on his to hit attacks him is at -1 on his to hit
but quickly heals 1D6 roll. The effect of roll. The effect of
Wounds.
5-6 The burning brew heals
the potion lasts the potion lasts
1D6 Wounds per Battle- one turn. one turn.
level.
VALUE VALUE VALUE

250 250
GOLD GOLD

DISCARD WHEN USED UP USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD

TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
GOLD GOLD GOLD
Strewn around the arey, You stumble over a withered Strewn around the area,
there are many shining coins. bag on the floor of the area, there are many shining coins.
wich contains many shining
Each player may roll as many coins. Each player may roll as many
D6 as he likes, adding up the D6 as he likes, adding up the
score and multiplying it by 10 to The bag contains 2D650 gold score and multiplying it by 10 to
determine how much gold his coins. determine how much gold his
Warrior finds. However, if any of Warrior finds. However, if any of
the dice scores a 1, his Warrior the dice scores a 1, his Warrior
finds nothing at all. finds nothing at all.

VALUE VALUE VALUE

RECORD AND DISCARD RECORD AND DISCARD RECORD AND DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


DIAMOND RUBY EMERALD
You see a glimmer in the You see a glimmer in the You see a glimmer in the
corner of the room, that corner of the room, that corner of the room, that
appears to come from a appears to come from a appears to come from a
large precious stone. large precious stone. large precious stone.
The diamond is worth 1000 The ruby is worth 650 gold, the The emerald is worth 450 gold,
gold, the character gets by character gets by selling it in the the character gets by selling it in
selling it in the next settlement. next settlement. When sold, the next settlement. When sold,
It can only be sold in a Town or discard the card. discard the card.
City, but not in a Village! When
sold, discard the card.

VALUE VALUE VALUE

1000 650 450


GOLD GOLD GOLD

RECORD AND DISCARD RECORD AND DISCARD RECORD AND DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


POTION OF HEALING POTION OF HEALING POTION OF HEALING
This ornate glass bottle This ornate glass bottle This ornate glass bottle
contains a red coloured liquid contains a red coloured liquid contains a red coloured liquid
with a sweet, fruity smell. with a sweet, fruity smell. with a sweet, fruity smell.
Testing it with the smallest Testing it with the smallest Testing it with the smallest
sip, you realise it is a Potion sip, you realise it is a Potion sip, you realise it is a Potion
of Healing of Healing of Healing

There is enough Healing Potion There is enough Healing Potion There is enough Healing Potion
in this bottle to heal two in this bottle to heal two in this bottle to heal one Warrior
Warriors back to full Wounds. Warriors back to full Wounds. back to full Wounds. Discard the
When the first dose is taken, flip When the first dose is taken, flip card after use.
this card over; when the second this card over; when the second
dose is taken, dose is taken,
discard this card. discard this card.

VALUE VALUE VALUE

200 200 100


GOLD GOLD GOLD

USE TWICE, THEN DISCARD USE TWICE, THEN DISCARD USE ONCE, THEN DISCARD
TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
GOLD GOLD GOLD
Strewn around the arey, You stumble over a withered Strewn around the area,
there are many shining coins. bag on the floor of the area, there are many shining coins.
wich contains many shining
Each player may roll as many coins. Each player may roll as many
D6 as he likes, adding up the D6 as he likes, adding up the
score and multiplying it by 10 to The bag contains 1D6100 gold score and multiplying it by 10 to
determine how much gold his coins. determine how much gold his
Warrior finds. However, if any of Warrior finds. However, if any of
the dice scores a 1, his Warrior the dice scores a 1, his Warrior
finds nothing at all. finds nothing at all.

VALUE VALUE VALUE

RECORD AND DISCARD RECORD AND DISCARD RECORD AND DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


SAPPHIRE PEARL OPAL
You see a glimmer in the You see a glimmer in the You see a glimmer in the
corner of the room, that corner of the room, that corner of the room, that
appears to come from a appears to come from a appears to come from a
large precious stone. large precious stone. large precious stone.
The sapphire is worth 550 gold, The large pearl is worth 300 The opal is worth 450 gold, the
the character gets by selling it in gold, the character gets by character gets by selling it in the
the next settlement. When sold, selling it in the next settlement. next settlement. When sold,
discard the card. When sold, discard the card. discard the card.

VALUE VALUE VALUE

550 300 450


GOLD GOLD GOLD

RECORD AND DISCARD RECORD AND DISCARD RECORD AND DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


GOLD GOLD GOLD INGOT
You find a dozen gold pieces After a thorough search of Hidden under a loose stone
in a corner under some filthy the area, the Warriors find a you find a huge gold bar
rags. large cache of coins, gems worth a fortune.
and other precious items.
You find 12 gold pieces hidden The ingot is worth 1000 gold,
under some old rags in one The cache is worth 2D6100 the character gets by selling it in
corner of the room. Record the gold, which the Warriors the next settlement. It can only
money on your Adventure distribute evenly between them. be sold in a Town or City, but
Record sheet and then discard not in a Village! When sold,
this card. discard the card.

VALUE VALUE VALUE

12 1000
GOLD GOLD

RECORD AND DISCARD RECORD AND DISCARD RECORD AND DISCARD


WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE COMMON TREASURE COMMON TREASURE
ARKAL'S POWDER CHARM OF LEARNING STONE OF TRANSMUTATION
This purple dust swirls in its As soon as you put on this This small, plain stone hangs
casket as if shifted by an charm the world seems to from a delicate copper chain.
unseen finger. have a clearer definition and
edge... The item may be used to
After your Warrior has transmute a single Monster into
consumed this powder his This charm allows your Warrior stone, thereby killing it. To
movements speed up and he to assimilate the knowledge determine whether the stone
may immediately move another required for training very quickly works roll 1D6 and add your
3D6 squares, ignoring pinning. indeed. It costs him 300 less Warrior's Battle-level. If the total
Arkal's powder may be gold than usual to train to the is greater than the target
consumed at any time. next Battle-level. Monster's current Wounds it is
turned into a statue. If the total
is equal to or less than the
target Monster's current
Wounds the spell fails.
VALUE VALUE VALUE

100 100 200


GOLD GOLD GOLD

USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


POTION OF STRENGTH ENERGY JEWEL BRACELET OF TRANSFORMATION

An intoxicating liquid flows This glowing jewel, set in a This plain bronze bracelet
from this bottle, bringing a silver clasp, stores powerful has a single rune embossed
sense of power and might to magic. on its surface.
whoever drinks it.
This jewel contains 1D6 points Upon donning this bracelet your
After drinking this potion your of Power that the Wizard can Warrior may take on the
Warrior gets +1D6 Strength. use to augment his spellcasting appearance (and only the
The effect of the potion lasts ability. Once drained the jewel is appearance) of any other
one turn. useless and worthless. creature. While transformed
your Warrior will not be attacked
or pinned as long as he does
not initiate combat. As soon as
your Warrior attacks
a target in any way
the bracelet's
VALUE VALUE VALUE
effects
100 200 Wizard only 350 wear off.
GOLD GOLD GOLD

USE ONCE, THEN DISCARD DISCARD WHEN USED UP USE ONCE PER ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE COMMON TREASURE COMMON TREASURE


RING OF DADAAN DISPEL MAGIC SCROLL RING OF SURE SEEING
This ring feels unusually The parchment of this scroll This ring has a large gem set
heavy for its size and is crumbling with age, the in its surface that, in times
crackles with power. faint sigils and runes now of danger, shows a picture of
barely readable. what is to come.
The Ring of Dadaan allows a
Warrior to cast a spell once per This scroll allows the Wizard to This ring allows you to re-roll
adventure. As soon as your render harmless a single spell any single Hazard or Settlement
Warrior finds the ring take one cast against himself or his Event roll for your Warrior. You
Spell card at random: this is the companions, whatever its must take the result of the
spell that is stored in the ring. source. second roll.
The bearer of the ring may cast
the stored spell automatically at
any time. After use, the ring is
drained of all magic and
becomes worthless.
VALUE VALUE VALUE

200 150 Wizard only 100


GOLD GOLD GOLD

USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD USE ONCE, THEN DISCARD
TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
COMMON TREASURE RARE TREASURE RARE TREASURE
ORB OF MIGHT AXE OF KHEMRI RING OF LIFE
This black orb glistens dully This magic axe was forged The Warriors find a silver, jewel-
as you pick it up. many centuries ago by the encrusted ring. Within the
Priest Kings of the ancient central gemstone, a tiny flame
The Orb of Might is a source of realm of Khemri. It is a mighty burns brightly.
Power for the Wizard. Roll 1D6 wapon with a pure white blade.
When their kindom fell, the axe The ring has the power to heal
to determine how much Power was lost, presumed destroyed. grievous wounds. It may only be
is initially stored in it. When all is used on a Warrior on zero Wounds.
used up discard this card. Roll two dice to Wound and choose To use the ring, roll a dice. On a roll
The Orb cannot be recharged. the higher score. If you roll a double, of 1 the flame flickers and dies, and
add both dice together. If you roll a has no effect. On any other score,
double 1 you fumble and the Warrior is healed back up to full
Monsters get a +2 to-hit Wounds.
bonus this turn.
Additionally, the
wielder gains
+1 to hit against
VALUE VALUE Undead. VALUE

200 Dwarf, Elf & Wizard only 750 350


GOLD GOLD GOLD

DISCARD WHEN USED UP PERMANENT USE ONCE PER ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


SCROLL OF THE CHIMERA TALISMAN OF ALCADIZZAR THE KINGSHIELD OF TILEA
The Warriors find a dusty old This Talisman protected a King Esteban of Estalia won a
scroll lying in a dark corner. great Priest King against the famous battle against the
When unrolled, words of power decying magic of the evil Undead of Lahmia, and
glow dully on the ancient Liche Lord Nagash himself. attributed his legendary
parchment. invulnerability to the shield he
The spell on this sscroll gives a Any Warrior bearing this bore. Its past is shrouded in
Warrior the appearance of a talisman is immune to the mystery, but the kings of Tilea
ferocious monster. The scroll may effects of a Necromatnic spell have always carried it into
be read at any time, causing one on a dice roll of 5+ per spell. battle.
Monster to be so terrified of the Other Warriors are affected as
affected Warrior that The shield adds +1
normal. to the wearer’s
they will suffer a -2
penalty on their to-hit Toughness, and
rolls against him. once per
The spell lasts until adventure will
a 1 or 2 is rolled in negate the
VALUE
the Power Phase. VALUE VALUE
effect of
300 Dwarf, Elf & Wizard only 500 200 any one
EACH EACH GOLD blow.
DISCARD WHEN USED DISCARD WHEN ALL USED PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


THE HAMMER OF HARGON AMULET OF CHARADRIS FUNGUS BREW
You find a sturdy Dwarven Charadris was a Priest of The Warriors find a flask of the
warhammer with an ornate icon Sigmar who abhorred magic potion that turns Night Goblins
carved on its head. Any Dwarf in into gibbering Fanatics.
in all its forms, believing that
the party recognizes this as the his faith in Sigmar was the
lost Hammer of Hargon There is enough liquid in the flask for
greatest power of all. four doses. A Warrior can take a drink
When using this hammer, you may at any time during a combat. Roll on
roll as many dice for damage as you Any Undead Monsters with the the table below to see what happens:
like. Add up the total, then add your Regenerate ability standing next
Strength to the final 1-2 The brew makes the Warrior
to the Warrior may only hallucinate! He immediately makes an
score. However, regenerate half the number of
if any of the dice attack against every model adjacent to
wounds they normally do him.
come up with
a 1 or 2, the (rounding fractions down). 3-4 The brew cures 1D6 Wounds.
5-6 The brew cures 1D6 Wounds and
hammer allows the Warrior to
causes no completely ignore the
damage at all. next hit he takes.
VALUE VALUE VALUE

500 Barbarian, Dwarf & Wizard only 300 200


EACH EACH EACH

DISCARD WHEN USED PERMANENT DISCARD WHEN USED UP


TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
RARE TREASURE RARE TREASURE RARE TREASURE
PLERGIT’S STABBA MAGIC ARRERS BOGRATS KROWN
The Warriors find a wickedly sharp You find 6 arrows carved with The Warriors find a grubby
and very thin bladed dagger strange Goblin runes. looking circlet of rusted iron.
designed for slipping between Faded runes are enscribed on
armour joints. The arrows are enchanted, but are
somewhat unpredictable. When you use its pitted surface.
The dagger can be used to make an an arrow roll on the table below instead of
extra attack on a Monster. Roll 1D6: rolling to hit: This magical crown adds +1 to the
wearer‘s Toughness. It can be
1 the arrow automatically hits one of worn at the same time as a
1 The attack misses. the Warriors for 1D6+3 Wounds.
2-4 The attack hits, causing 2D6+ Determine randomly who is hit. helmet.
Strength Wounds modified 2-5 The arrow automatically hits the
for Toughness, but Monster and does
not armour. 1D6+3 Wounds.
5-6 The attack hits 6 The arrow
causing 3D6+ automati-
Strength Wounds cally hits the
not modified for Monster and
armour or does 2D6+3
Toughness. Wounds.
VALUE VALUE VALUE

400 Barbarian, Elf & Dwarf only 40 Barbarian, Elf & Wizard only 500
GOLD EACH GOLD

PERMANENT DISCARD WHEN ALL USED PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


PRITTY STONEZ HELM OF ALCADIZZAR ORB OF SIGMAR
The Warriors find a small This glittering helmet was worn The Grand Theogonist
drawstring bag containing some by Alcadizzar as he rode into Wilhelm used this sparkling
ordinary-looking stones. battle against the Undead orb in his battle against the
hordes. It is said that the helm Vampire count Vlad von
When your Warrior looks through had the magical ability to store
the ‘stones’, roll on the table below: the light of the sun, and the Carstein.
Undead would flee in terror from
1-2 They are indeed pretty, but the blazing figure of Alcadizzar When the power of the Orb is
ordinary, stones worth nothing. as he galopped across the invoked, no Necromantic magic
3-4 Mixed with normal stones are battlefield. may be used by any model on
1D6 gold nuggets worth 25 the same board section for the
Gold each. The helm illuminates the dungeon next 1D6 turns.
5-6 Mixed with normal stones are just like the lantern. It
1D6 gemstones adds +1 to the
worth 100 wearer’s Tough-
Gold each. ness, and any
Undead are at -1
VALUE VALUE to hit the VALUE

450 wearer. 400


GOLD GOLD

RECORD, THEN DISCARD PERMANENT USE ONCE PER ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


PROTECTION RING CIRCLET OF WRATH RING OF POWER
The image of a shield is This band of silvered, This simple band of stone
engraved on the uppermost luminescent metal. worn around slips easily onto your finger,
surface of this small ring. the forehead, glistens and contracting until it is a
gleams with an unnatural light.
perfect fit.
While wearing this ring your
This circlet allows the wearer to enter
Warrior gets +1 Toughness. a blood rage of destruction at will. While wearing this ring one of
Upon entering this state roll a D6. On your Warrior’s characteristics is
a score of 2 or more your Warrior increased by +1. Choose which
gets double Attacks. On a score of a characteristic is affected the first
1 your Warrior gets double Attacks time your Warrior puts the ring
but must move towards the nearest on.
Warrior it is possible for him to attack
and fight him instead of a Monster. In
addition, while in this state
your Warrior may not be
pinned. Lasts for one
VALUE VALUE
turn. VALUE

300 400 500


GOLD GOLD GOLD

PERMANENT USE ONCE PER ADVENTURE PERMANENT

TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
RARE TREASURE RARE TREASURE RARE TREASURE
OBSIDIAN BLADE HEARTSEEKER RELIC BLADE
It is believed that this sword is This sword has the ability to This holy blade is an artefact
made from the solidified warp time, guiding its own of great religious significance
blackness of the void, explaining destiny to the benefit of within the Empire, and was
its ability to destroy any armour whoever wields it in battle. reputed to have been used
it touches.
by the realm's mightiest
Once per turn, while your heroes in numerous battles.
After your Warrior has made a
successful attack while using this Warrior is using this sword, you
sword, roll a D6. On a score of 1, 2 may re-roll any one of his While your Warrior is using this
or 3 the sword makes a normal Attacks that misses. sword he gets +1 on his to hit
attack. On a score of 4, 5 or 6 the roll.
sword ignores
and destroys
the target's
armour.
0
VALUE VALUE VALUE

450 500 400


GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


GAUNTLET OF DHAMZAR SWORD OF STONE BLADE OF LEAPING COPPER
This thick iron gauntlet is As soon as your Warrior This sword seems to have a
covered with studs in the picks up this sword, he feels life of its own, striking in a
shape of Dwarf runes. his skin hardening into a blurred arc of slicing metal.
stone-like material, which
A Gauntlet of Damzhar gives remains as flexible as normal While your Warrior is using this
the wearer +1 Attack at -1 to hit flesh. sword he gets +1 Attack.
and at +1 to Strength. If your
Warrior wears two gauntlets of While your Warrior is using this
Damzhar, their combined power sword he gets +2 Toughness.
gives an additional +1 Attack
(making a total of +3: 1 for each
Gauntlet plus +1 for their
combined attack)
at +1 to hit and
causing 4D6
VALUE
damage. VALUE VALUE

500 500 300


GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


BELT OF GAGRON TALISMAN OF JET GAUNTLET OF DHAMZAR
This thick leather belt belonged to the This glittering black jewel feels
Dwarf Gagron the Giantslayer. It This thick iron gauntlet is
warm to the touch and pulses
possesses the magical property of when picked up. This talisman covered with studs in the
staunching serious wounds and allows a Wizard to exchange the shape of Dwarf runes.
knitting torn flesh back together. spells he has learnt for new ones.
Each time your Warrior is reduced to zero
A Gauntlet of Damzhar gives
At the start of the game you may roll the wearer +1 Attack at -1 to hit
Wounds while wearing this belt roll 1D6 at
1D6 to see if your Wizard can
the end of the turn (as long as your
exchange one of his spells for another.
and at +1 to Strength. If your
Warrior has taken no other form of healing Warrior wears two gauntlets of
during the turn). On a score of 1 or 2 the On a score of 1 the exchange fails, the
belt has no effect and your Warrior talisman's power is exhausted and it Damzhar, their combined power
remains unconscious. On a score of 3, 4 crumbles to dust. On a score of 2 or gives an additional +1 Attack
or 5 the belt restores 1D6 of your more you may exchange any
one of the Wizard's spells
(making a total of +3: 1 for each
Warrior's Wounds. On a
score of 6 the belt for one of the same Gauntlet plus +1 for their
restores 2D6 of your casting number. Once combined attack)
Warriors wounds. drained the talisman is at +1 to hit and
The Belt of Gagron useless and worthless. causing 4D6
cannot be removed.
VALUE VALUE VALUE damage.
500 600 Wizard only 500
GOLD GOLD GOLD

PERMANENT USE ONCE PER ADVENTURE PERMANENT


TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
RARE TREASURE RARE TREASURE RARE TREASURE
GREY ARMOUR OF ESHKALON ARMOUR OF FORTUNE HELMET OF FARSEEING
This dull grey armour is made This armour's gleaming metal plates This black helm has no
of a flaky, stone-like magically reflect all the battles in apparent visor. Yet it imparts
which it has been worn in a rainbow
substance and is extremely array of never-ending carnage and upon the wearer the ability to
resilient. war. see clearly even in the dim
light of the dungeon.
While your Warrior is wearing This armour absorbs and stores
this armour roll 1D6 for each damage. When your Warrior finds it, it is While wearing this helmet your
completely discharged, with no Wounds
incoming attack. On a score of 1 Warrior gets the normal +1
stored. Once he has put it on he cannot
the armour remove it for Toughness for wearing a helm. In
shatters and is the rest of the adventure. It addition, this helmet
useless. On a can absorb 30 Wounds, allows him to
score of 2 or after which it explodes, move around
taking the Warrior
more the down to zero wounds
and see in the
armour (and out of the game dark just as if
absorbs that if there is no potion he had a
many Wounds. or spell handy!). lantern.
VALUE VALUE VALUE

400 Barbarian & Dwarf only 500 Barbarian, Dwarf & Elf only 800 Barbarian, Dwarf & Elf only
GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


PARRYING BLADE BOOTS OF FLIGHT ARROWS OF PIERCING
This blade darts forward of These elegant boots float an These white arrows have
its own volition to meet the inch or so off the ground, magically sharpened tips and
weapon of an attacker, their outline shimmering with are reputed to be able to pierce
magical energy. the toughest armour or hide at
stopping the blow from
a thousand paces.
hitting home.
While wearing these boots your Each time your Warrior successfully
While your Warrior is using this Warrior may levitate a few hits his target with one of these
weapon he may attempt to parry inches above the ground while arrows roll an additional D6. On a
any single incoming attack. Roll moving. While airborne your score of 1, 2, 3 or 4 the arrow fails
a D6. On a score of 1, 2 or 3 the Warrior may pass over chasms, to have any additional affect and
blade fails to work and the pits, etc. unhindered you should determine damage as
attack hits home. On a score of and anyone who normal. On a score of 5 or 6 (6 if the
4, 5 or 6 the attack is magically attacks him is at -1 armour is magical) the arrow goes
straight through the target's armour
turned away and has no effect. on his to hit roll. as if it wasn't there and you should
determine damage without it.
VALUE VALUE VALUE

400 750 300


GOLD GOLD GOLD

PERMANENT LASTS ONE ADVENTURE, THEN DISCARD ARROWS LAST FOR ONE ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


ARROW OF SLAYING BLOODLETTING SWORD BOW OF TIRANOC
A thick black light drips from the This dark blade glows with an This mighty bow was crafted
end of this arrow, consuming internal puls. by the Elves of Tiranoc from
nearby energy and chilling the a single Starwood branch.
air. The magical venom that The sword drinks the blood of its When the land of Tiranoc
permeates this weapon can fell victims, causing an extra 1D6
even the toughest monster. was engulfed by the sea, the
Wounds every time it hits. However,
if the Warrior rolls a 1 when rolling bow was carried to the Old
If your Warrior hits a Monster with to hit, the blade takes the energy it World, a fabled treasure
this arrow, roll 1D6. On a score of needs from of a kingdom destroyed.
1, 2 or 3 the arrow does normal the Warrior
damage. On a score of 4, 5 or 6 the instead, This bow is very powerful and
Monster is immediately slain. causing 1D3 causes an
Wounds not extra 3
modified for armour Wounds every
or Toughness. time it strikes.

VALUE VALUE VALUE

500 Barbarian & Elf only 500 Barbarian, Dwarf & Elf only 100
GOLD GOLD GOLD

USE ONCE, THEN DISCARD PERMANENT PERMANENT

TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
RARE TREASURE RARE TREASURE RARE TREASURE
GEMS OF LIFE CLOAK OF INVISIBILITY LIFESTONE
These small gems sparkle with a This cloak catches the light The Lifestone has the power
strange, otherworldly energy. in a very strange manner, to drain the life energy from
becoming transparent in the surrounding area and
These gems come as a pair. One should
be worn while the other is kept in a safe places as if it were full of transfer it to its wearer.
place away from the dungeon. If the holes.
wearer is killed, shortly after his death his Upon invoking the Lifestone
body starts to dwindle in size until it is a
While wearing this cloak your choose any other Warrior in the
pinprick of light contained within the gem. party. Your Warrior now has the
The only things left behind are items of Warrior becomes invisible and
mundane equipment, such as bandages, therefore cannot be attacked. same number of Wounds as this
the lantern or a rope. If the other Warriors Warrior. while his are changed to
He may fight as normal. The
survive the rest of the dungeon and bring the number your Warrior had. In
the two gems back together, their magical cloak contains effect, their Wounds are swapped.
power recalls the dead Warrior, alive and enough power This spell may never be used to
well. Just as he was before the adventure to keep your
started. take a Warrior above
Warrior his Starting Wounds,
invisible for 1 which remain as they
VALUE VALUE
turn per VALUE were.
750 200 adventure. 500
GOLD
GOLD GOLD

USE ONCE, THEN DISCARD USE ONCE PER ADVENTURE USE ONCE PER ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


DESTROY MAGIC SCROLL BRACELET OF ASHAIN SPELL RING
This piece of crisp white This slim golden band fits Any Wizard recognises this as a
parchment rustles and crackles comfortably around the potent magical ring, capable of
as it is handled, its spidery, storing magical knowledge that
silver lettering shifting across
wearer's forearm, even on
can be harnessed to cast
the page as you try and read it. top of armour. spells.

This scroll allows the Wizard to While wearing this bracelet your As soon as your Warrior finds the
automatically dispel and destroy any Warrior gets +3 Starting ring take one Spell card at random:
one spell cast against him or his Wounds. this is the spell that is stored in the
companions. By destroying the spell Spell Ring at the moment. The
the Wizard prevents the target from bearer of the ring may cast the
casting it ever again. If you roll stored spell automatically at any
a destroyed spell on a time. After use. the ring is drained
Monster's Spell Table until the start of the next dungeon,
when determining when you can take
which spell it casts, another Spell card,
roll again. and so on.
VALUE VALUE VALUE

350 Wizard only 350 500


GOLD GOLD GOLD

USE ONCE, THEN DISCARD PERMANENT USE ONCE PER ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

COMMON TREASURE RARE TREASURE RARE TREASURE


GOLD CROWN OF NIGHT BLADE OF SLICING
Strewn around the arey, This jet black crown is fashioned This sword moans softly as
there are many shining coins. from bands of iron and engraved it is drawn from its
with powerful runes that crackle scabbard, in eager
Each player may roll as many and spit with an incandescent anticipation of the blood it is
blue light.
D6 as he likes, adding up the about to spill.
score and multiplying it by 10 to While wearing this crown your
determine how much gold his Warrior may attempt to resist any While your Warrior is using this
Warrior finds. However, if any of one spell cast against him per turn, sword he causes +2 Wounds on
the dice score a 1 his Warrior just as if he had the Magic each successful attack.
finds nothing at all. Resistance Ability. Roll 1D6: On a
score of 1-5 the crown fails to stop
the spell and it affects your Warrior
as normal. On a score
of 6 the crown
works and the
spell doesn't
VALUE VALUE affect him. VALUE

300 300
GOLD GOLD

RECORD AND DISCARD PERMANENT PERMANENT

TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
RARE TREASURE RARE TREASURE RARE TREASURE
GRULMAK’s AXE KILL KRAZY TOTAL BREW A DEAD ‘ARD STURDY CLUB
This black-bladed axe exudes a Steam rises from the frothy surface of this foul-
The Warriors find a cache of
smelling liquid. Any Dwarf will recognise it with
poisonous, corrosive slime. It is
rumoured to be the axe stolen from
grudging respect as the product of the Orc Kill
Krazy Brew Boyz.
dirty but well fashioned
the Chaos Warlord Grulmark No sane Warrior would contemplate drinking the brew, but weapons, scavenged from
Deathmonger by the notorious if they did…
who knows where. One club
Hobgoblin Scragface Throatslasher. There is enough brew for each Warrior to have a drink, if
in particular has crude runes
they desire to do so. Roll 1D6:

The axe ignores 3 points of armour, and 1 Dead! The Warrior’s head explodes in a coloful and and sigils of power cut into
noisy fashion.
spatters acid everywhere. At the end of 2 Mindless! The Warrior falls to the floor, fluid leaking it, and looks especially lethal.
the Warriors’ Phase, every model from his ears. He is impervious to pain for the next
1D6 turns, but may do absolutely nothing at all. After
adjacent to the wielder suffers 1 Wound, this time, he returns to normal. The wielder of this club gets +1
with no modification for Toughness or 3 Zonked! The Warrior staggers around in an uncon-
armour. However, trollable fashion. Until the Wizard rolls a 4-6 in the to hit and additionally adds his
Power Phase, the Warrior may do nothing except
every time the wander along behind the others. If attacked, he is at Battle-level to
wielder rolls a 1 Weapon Skill 1.
4-5 Fortified! The coarse liquor fires up the Warrior’s
the damage
to hit, he is blood, invigorating him whilst stripping the skin off the dealt.
struck by the roof of his mouth. The Warrior regains 2D6 Wounds,
acid himself but the player may not talk at all for the next D6 turns.
6 The Warrior gurgles mindlessly for a moment as the
and suffers brew reorganises his internal organs, then a feeling of
1D6 new-found strength washes over him. He
VALUE VALUE regains 1D6 Wounds, his Weapon VALUE
Wounds Skill is permanently reduced by -1,
350 with no 300 but he causes an extra dice of 400
GOLD GOLD GOLD
deductions. damage every time he hits.

PERMANENT DISCARD WHEN USED UP PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE RARE TREASURE RARE TREASURE


DWARVEN HAMMER OF DEFLECTION SCIMITAR OF SPEED MACE OF CRACKING

The Warriors find a cache of The Warriors find a cache of The Warriors find a cache of
dirty but well fashioned dirty but well fashioned dirty but well fashioned
weapons, scavenged from weapons, scavenged from weapons, scavenged from
who knows where. One who knows where. One who knows where. One
hammer in particular has scimitar in particular is very mace in particular has evil
dwarvish sigils of protection well balanced and has runes runes and sigils of power cut
cut into it, and looks of speed cut into it. into it, and looks especially
especially well balanced. lethal.
This scimitar gives its
For every attack at the wielder, wielder +1 Attacks. This mace ignores
he may try to parry the 1D6 points of
blow. Roll 1D6: armour on
on a roll of 6 every
the blow does successful
no damage hit.
VALUE
at all. VALUE VALUE

200 200 200


GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

RARE TREASURE LEGENDARY TREASURE LEGENDARY TREASURE


DA ‘EAD SPLITTA SCPETRE OF ZANDRI SWORD OF MALEDICTION
The Warriors find a cache of The Sceptre of Zandri The blade shines with a pure light and
never dulls.
dirty but well fashioned protects its wielder from the
weapons, scavenged from baneful gaze of the Undead, This sword gives an extra +1 Wound
who knows where. One axe making him harder to hit. damage. In addition, it tries to nullify all
of obviously orcish origin magic around it. At the start of each turn,
The Sceptre may be wielded roll one dice:
looks especially lethal.
like a mace, and inflicts an extra 1-3 No effect.
This axe gives its wielder +1 D6 wounds against Undead. In 4-6 Malediction! Any models adjacent to
Attacks and causes an addition, Undead are at -2 to hit the wielder may not cast spells or use the
additional 6 Wounds (with special powers of their magic items
a Warrior using (weapons,
no deductions the Sceptre. armour, potions,
for Toughness etc.) - the sword
or Armour) has temporarily
nullified their magic.
on a to hit This also effects the
roll of 6. wielder himself, except
VALUE VALUE VALUE
for the Sword
of Malediciton.
400 1000 500
GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE
SHIELD OF PTOLOS ARMOUR OF DARGAN SPELLEATER RUNE
This shield throws a shimmering The glow from this deep red This rune contains powerful
haze around its bearer, making armour lights up the spells of negation. Magic in
him a difficult target in battle. dungeon. the immediate vicinity arcs
This shield gives the bearer +2 as the rune tries to pull it in
Toughness. In addition, when This armour makes the wearer and absorb it.
drawing Warrior counters to harder to hit: he gets +4
determine who has been hit by Toughness and any Monster When pressed into contact with
missile fire, the first time the attacking him any bladed weapon, the
bearer's counter is is at -1 on its Spelleater Rune burns a copy of
pulled out you may to hit roll itself into the blade and then
put it back and draw vanishes. The Rune on the
unless using
again. If it comes up
a second or sub- a magical blade itself is permanent. Any
sequent time he is weapon. spells cast against the
hit as normal. bearer of this magical
blade now fail on a
VALUE VALUE VALUE
1D6 roll of
250 Barbarian, Dwarf & Elf only 1000 Barbarian & Dwarf only 500 5 or 6.
GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE


STAFF OF COMMAND RING OF SEEKING CHALICE OF SORCERY
This staff had runes of command This glittering ring is This dull metal chalice sits in a small
burned into it many centuries ago. alcove in the wall, covered in verdigris
fashioned from some and cobwebs. Rubbing the grime of
Once per Event the Wizard may use this material that looks like years from its pitted surface, the
staff to attempt to control any Monster quicksilver. Once placed on Wizard recognises it as a Chalice of
on the board. The attempt must be made Sorcery.
the finger, the ring shifts and
as soon as the Monsters appear. Roll The Chalice of Sorcery acts as a source of
1D6. On a score of 1, 2, 3 or 4 the magic changes as a shining, liquid- Power that allows the Wizard to carry on
fails. On a score of 5 or 6 the Wizard metal band. casting spells when his own Power has run
may choose one Monster and make it do out. The Wizard can try to draw as many
whatever he wants, as long as the action This ring allows your Warrior to points of Power out of the Chalice as he
does not cause it to harm itself. The likes. For every point of Power the Wizard
attempt to avoid a trap he has draws to cast spells with, roll a D6. All the
Monster fights in the
Warriors' phase and if just activated. Roll 1D6. On a extra Power must be drawn at once, so all
score of 1, 2 or 3 the ring's the dice are rolled at the same
it kills another time. For each dice that scores
Monster no-one gets magic fails to work and the trap a 1 the Wizard loses 1D6
the gold. At the end goes off as normal. On a score Wounds. With no modifiers for
of the turn, the Toughness or armour.
possessed Monster returns
of 4, 5 or 6 the trap is
to normal. magically dis-
VALUE VALUE VALUE
armed and fails
900 Wizard only 500 to work. 700 Wizard only
GOLD GOLD GOLD

USE ONCE PER EVENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE


ENCHANTED JADE AMULET BOOK OF ARCANE KNOWLEDGE BROOCH OF POWER
The amulet of enchanted jade looks This book has a cracked and aged This brooch glows too brightly
like a stone washed up on a beach, leather cover, with a rusted metal to look at, as if it contained
worn smooth by the action of the spine and lock. Upon opening it.
sea. the energy of a fallen star.
the pages rustle with a life of their
The Amulet of Enchanted Jade allows own.
At the end of each turn the Wizard
your Warrior to attempt to regenerate (1 x may use the brooch to store any
his Battle-level) wounds per turn, up to his The Book of Arcane Knowledge
Starting Wounds score. Each turn that contains spells that the Wizard may unused Power he has left over, up
your Warrior uses the amulet roll 1D6 on cast. As soon as the book is found roll to a maximum of (6 + his Battle-
the following table: 4D6. these dice are used to buy spells level). This stored Power may
for the book in the same way that the then be used at any time to
1 The amulet crumbles to dust, causing
Wizard gains spells when he goes up augment his spellcasting. In
1D6 Wounds on your Warrior, with no
modifier for Toughness or armour.
a Battle-level, as described under addition, the bright aura cast by
2 The amulet has no effect this turn. 'New Spells' in the Wizards' Training
section. Each spell in the book
the brooch distracts any Monsters
3-6 The amulet works as usual. attacking the Wizard,
may be cast once auto-
The amulet automatically fails matically at no Power adding +1 to his
to work while the Warrior cost. Once a spell has Toughness.
wearing t is on been cast that
VALUE VALUE VALUE
zero Wounds.
600 1000 page of the book
crumbles to dust.
1000
GOLD GOLD GOLD

USE ONCE PER TURN USE EACH SPELL ONCE, THEN DISCARD PERMANENT

TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE
WAND OF JADE DAWNSTONE RUNE OF DEATH
This wand is the size of a walking This crystal-like stone is This stone has a Dwarf rune
stick and is made from a single piece
of fine jade. Strange icons engraved
mounted in a black iron embossed upon its surface
upon its surface glow with power. brooch and radiates a pale and is warm to the touch.
light like that of the early
This wand increases the effect of any When pressed into contact with
spell that requires you to roll one or more morning.
dice for its effects, such as Heal wounds any bladed weapon. the
or Lightning Bolt, by adding +2 to the The Dawnstone may be used to Runestone burns a Rune of
total. Note that the wand does not restore any one Warrior to full Death into the blade and then
increase the spell's chance of success in
any way. For example: if the Wizard uses
wounds immediately, even if he vanishes. The Rune of Death
this wand to increase the effects of the is at zero wounds or dead. itself is permanent. If the to hit
Finger of Life spell it still succeeds on a roll with this weapon is a natural
roll of 4, 5 or 6. but now 6, the Rune of Death causes an
heals 6, 7 or 8 Wounds
(depending on the extra 2D6 Wounds
success of the roll). on the target.
When found, the wand
has 2D6 charges.
VALUE VALUE VALUE
Each use of the
600 wand expends 1 500 500
GOLD
charge. GOLD GOLD

PERMANENT USE ONCE, THEN DISCARD PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE


CROWN OF SORCERY TALISMAN OF OBSIDIAN TABLET OF ADAIN
As soon as he puts this crown on, the wearer
is plunged into the alien and dark world of This black talisman throbs This stone tablet weighs
magical power familiar to Wizards.
dully with the rhythm of a surprisingly little and is covered
The Crown of Sorcery allows any Warrior who is pulsing wound and the air in indecipherable hatching and
otherwise nonmagical to cast spells and use items
around it hangs heavy. markings.
of Wizard-only treasure. The Warrior wearing the
crown can still wear armour. As soon as your
Warrior finds the crown take two Spell cards from When used by a Wizard, the Tablet
each deck at random: these are the spells he may This talisman negates the
of Adain allows you to re-roll any or
cast. Each turn your Warrior gets the same powers of any Wizard or other all of his 'spell determining dice'
amount of raw Power as a Battle-level 1 Wizard
(roll 1D6+1 in the Power Phase), and may use it to spellcaster adjacent to the when he goes up a Battle level (see
cast one or more of his spells according to the
normal rules. However, each time your Warrior
wearer. Any spells cast by such 'New Spells' in the Wizards'
casts one of his spells roll 1D6. If the score is 1 models fail on a 1D6 roll of 4, 5 Training section). You may only re-
that spell fails and your Warrior is
immobilised by the backlash of or 6 and the Power used to cast roll each dice once
magical Power and can do the spell is redirected to heal and must take the
nothing for the rest of the turn.
While he is immobilised any 1D6 of the wearer's Wounds. If result of the second
attacks made against him hit the wearer attempts to cast roll, even if it is
on anything but a 1.
a spell himself roll 1D6. worse.
VALUE VALUE
On a score of VALUE

1000 Barbarian, Dwarf & Elf only 500 1 the spell 1000 Wizard only
GOLD GOLD
fails. GOLD

PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE


ARMOUR OF TAKAAN WAND OF DIABOLUM RING OF CHESHNAKK
This matt black suit of full armour - with
dull bronze battle runes engraved on the This wand is pure white, Cheshnakk was a great wizard
breastplate, arms and helm - is said to be shot through with streaks of from Araby whose expertise
endowed with a life of its own, striking at was the creation of exquisite
the enemy no matter what its wearer diabolum, a bright red
intends. substance capable of flying carpets. The pinnacle of
his achievements, however,
While wearing the Armour of Taakan your harnessing magical energy. was forging the Rings of
Warrior gets the benefits of Heavy Armour and
Warhelm (+5 Toughness and -1 Movement). Cheshnakk. On command, one
Every time an enemy wounds your Warrior the
While using this wand all your of these rings can transport its
armour immediately retaliates and forces its Wizard's spells have their wearer back to his home, be
wearer to strike back straight away. Your casting number reduced by -1. that a castle, a forest clearing
Warrior must make a single
attack against the enemy or a humble cottage.
that just hit him, in
addition to his normal While wearing this ring your Warrior
attacks this turn. Note may at any time leave the dungeon
that, if successful, this
attack does not cause a and be transported to his home and
deathblow. safety. He is out of this
adventure and meets the
VALUE VALUE VALUE Warriors at the
1500 Barbarian & Dwarf only 500 Wizard only 1000 next Settlement.
GOLD GOLD GOLD

PERMANENT PERMANENT

TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE
THE HAMMER OF SIGMAR BLADE OF LEAPING GOLD FROSTBLADE
This is perhaps the most This blade is superbly This pale metallic blue weapon
ancient and revered of all the balanced and moves in a exudes a freezing aura and its
magic weapons in the Empire, swift golden arc with almost blade glitters like ice.
forged by Dwarf Runesmiths to no effort on the wielder's
cement an ancient alliance When wielding the Frostblade your
between Dwarfs and Men.
part, slicing through the Warrior may only make 1 Attack per
enemy ranks with ease. turn. If your Warrior makes a
The Hammer of Sigmar ignores all successful attack with the
except magic armour when rolling While wielding this weapon your Frostblade that causes at least 1
for damage. In Warrior gets +3 Attacks. Wound (after taking into account
addition, if the Toughness, armour, any special
to hit score for abilities such as
the attack is a Ignore Blow,
natural 6 it etc.) the target is
causes 4 automatically slain.
normal damage. A blow from a
Frostblade can
VALUE VALUE VALUE
cause a
deathblow.
2000 Barbarian & Dwarf only 1000 750
GOLD GOLD GOLD

PERMANENT PERMANENT USE ONCE PER ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE


RENDING SWORD SWORD OF DESTRUCTION BANE SWORD
The serrated points along This sword resonates with a As soon as it is drawn in the
the cutting edge of this blade deep hum and flickers with presence of its hated foe this
grind and gnash together like lightning. blade snarls and growls,
teeth, tearing through eager to spill blood.
When drawn from its scabbard, this
armour, flesh and bone. sword nullifies all magic within 1 As soon as your Warrior finds this
square of the wielder. As long as the sword make a D66 roll on the
This sword causes an extra 2D6 sword remains drawn. the wielder Monster Table that is the same
Wounds upon a successful hit. and any models in adjacent squares level as your Warrior's Battle-
In addition, the blow ignores 2 cannot use or count the benefits of level. The sword does 2
points of any magic items or spells. In normal damage
armour if addition, the
against all
the to hit sword causes
+1 Wound and
Monsters of
roll was a that race (if you
natural 5 or 6. gives the bearer the
Magic Dispel 6+ roll Skaven Assas-
special ability (see sins, for instance, the
VALUE VALUE the Bestiary). VALUE Bane Sword
1200 750 500 affects all
GOLD GOLD GOLD Skaven).
PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE


DRAGON SWORD HELLFIRE SWORD GROMRIL BLADE
This blade is fashioned from Flames leap and burn along the This mighty two-handed axe is a
the venom fang of a Great length of this other-worldly Dwarf artefact, able to cut
Fire Dragon and is ancient sword. As it swings through the through all but the most
beyond all telling. air, it leaves a trail of spitting powerful armour.
magma in its wake.
This sword causes double This axe ignores all except magical
damage on a successful natural If your Warrior hits his opponent armour and does double damage on
to hit roll of 5 or 6. However, the with a natural to hit roll of 6, as well a successful hit. However, the axe
sword is partially sentient and as causing normal damage the is partially
refuses to be drawn from its target and all adjacent models sentient and
(including your refuses to be
scabbard by a Warrior) burst drawn by a Warrior
Warrior of into flames of Battle-level 2 or
Battle-level and take an below. The Gromril
3 or below. extra 1D6 Wounds Blade may not be
for each of your used with a
Warrior's Battle- shield.
VALUE VALUE levels, with VALUE

1200 1500 no modifiers for 1200 Barbarian & Dwarf only


GOLD GOLD Toughness or armour. GOLD

PERMANENT PERMANENT USE ONCE PER ADVENTURE

TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner
LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE
HYDRA SWORD SWORD OF VENGEANCE AXE OF SLAYING
Steeped in the blood of a The blade shines with a pure This axe was once wielded by
hydra as it was forged, this light and never dulls. the Dwarf Giantslayer Umgrul
blade has taken on some of Grunnson at the final battle of
the properties of these This sword ignores the Karak Azgal.
terrible beasts. Monster's Toughness and all This axe automatically hits its target
except magical armour when the wielder does not have to make a
On each successful hit, this determining damage. In to hit roll. In addition, instead of a
blade does an extra 6D6 addition, the wielder can re-roll normal damage roll, to work out the
Wounds. The Hydra Sword may one miss per turn. axe's damage roll 1D6: if the score
be used in is a 1 the axe causes 1D6+Strength
Wounds, if the score is a
one fight
2 the axe causes
once per 2D6+Strength
adventure. Wounds, and
so on.

VALUE VALUE VALUE

850 1000 500


GOLD GOLD GOLD

PERMANENT PERMANENT USE ONCE PER ADVENTURE

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE


SWORD OF HEROES BLADE OF LEAPING BRONZE BOW OF LOREN
This sword shines with an As soon as it is drawn this This slender bow was fashioned
undimming fire - the fire of blade strikes with incredible by the Wood Elves of Loren.
righteousness smiting down speed.
evil wherever it may be This bow inflicts 1D6 Wounds per
Battle-level of the wielder. If this is
found. This sword gives its wielder +2
sufficient to kill the target outright,
Attacks. and there is a Monster directly
This sword causes an extra 3D6 behind it in the direction the bow
Wounds when used against was fired, the arrow continues,
Monsters with a Toughness of 6 hitting that Monster
or more. too. This process
continues until either
there are no more
Monsters in the direct
line of fire, or one of
them survives.

VALUE VALUE VALUE

900 450 2000 Elf only


GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

LEGENDARY TREASURE LEGENDARY TREASURE LEGENDARY TREASURE


SUREFIRE BOW ENCHANTED SHIELD ARMOUR OF METEORIC IRON
This elegant bow has a The surface of this shield This armour's appearance is
single rune of Surefire. gleams as brightly as a mirror. pitted and dull, but it glows with
Ancient stories tell of a bow Clouds roll across its surface, a dim radiance that betrays its
that never misses and this and shards of light cut the air true nature.
may be that very weapon... around it.
This armour gives its wearer +3
This bow has Strength 4 and This shield gives its bearer +3 Toughness, with no deductions for
Toughness, but may not be used movement. However, once worn it
adds +2 to the wielder's to hit
with any other armour, except a fuses to the flesh and cannot be
roll. helmet, until the wearer is Battle- removed. Unfortu-
level 4 or above. A Warrior may nately, because
not wield a two- the armour is
handed weapon so heavy, it
while using the cannot be car-
Enchanted ried. It must be
Shield. worn immediately or
left where it is found.
VALUE VALUE VALUE

900 500 1000 Barbarian & Dwarf only


GOLD GOLD GOLD

PERMANENT PERMANENT PERMANENT

TM TM
WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUEST Treasure Card by Martin Dockner WARHAMMER QUESTTM Treasure Card by Martin Dockner

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