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TOOLS OF EVIL

By Gareth Williams

The three sets of six items used by monsters in the Roleplay Book are pretty limited. After a couple of adventures you�ve met a horde of champions in Venom Armour wielding Blades of the Damned. Magic Items are even worse, with some monsters carrying four at once the list gets used up very quickly. The lists below expand the variety of magic your foes wield.

Note that any item that grants a monster Ability n should be treated as adding n to that monster�s ability. If a monster has two items that grant the same ability, add them together, so items grant Ethereal �1 gives a monster Ethereal �2. This also works for some non-numbered abilities, like Poison and Plague, a warrior will suffer �2 to the appropriate attribute if affected.

Roll a die to determine which chart, old or new, a monster�s item comes from.

Magic Armour Chart II 

1 Ethereal Armour

The ghostly plates of this armour protect its wearer by placing them just outside reality. Wearer gains Ethereal �1 and Toughness +2.

2 Armour of Gigantism

A massive suit of armour that expands its wearer it fit it. Wearer becomes a Large Monster.

 3 Bonemail

This armour is made of bone fragments, when pieces of it chip away; the chips grow to become skeletons that attack. For every 3 points of damage the wearer of this armour takes, place a skeleton on the board. These skeletons have Guards (Bonemail wearer). The skeletons are worth gold as normal but have no treasure. 

4 Menacing Shield

This shield is covered in dark runes of warding. The bearer of this shield gains +1 Toughness and Ignore Blow 5+. If the bearer of this shield already has Ignore Blow, make this roll separately.

5 Armour of Regeneration

This armour forcibly knits its wearers broken flesh back together. Any who wear this armour gain Regeneration 1. 

6 Magnetic Armour

This armour bears a strange enchantment making it generate magnetism, but instead of attracting metal, it attracts magic! Every time the wearer of this armour is truck by a magic weapon that weapon becomes stuck on a 3+ on D6. If a warrior�s weapon becomes stuck he loses the rest of his attacks for the turn. The warrior may attack with a new weapon next turn. If the wearer of this armour dies, any trapped weapons are released.

 

Magic Item Chart II 

1 Charm of Confusion

This tiny trinket clouds the minds of attackers, as well as displacing them short distances. At the beginning of each Monster�s phase, draw 2 warrior counters and then swap the positions of the 2 warriors indicated.

2 Cast Iron Ring

This simple ring of grey metal shows no sign of its true power. At the end of the first Monster�s phase that the ring�s wearer is in, that monster will immediately take another Monster�s phase. No other monsters are affected. This item will only be used once. 

3 Scarab of Sorrow

This tiny charm is said to bring bad luck to wielders of magic. Each turn roll 2 dice for power instead of 1. Whichever die is lower is treated as the power roll for the turn.

 4 Potion of Unholy Rejuvenation

This thick black liquid restores health to those who serve the dark powers. When a monster with this potion is reduced to half its starting wounds or less it will drink it, returning its wounds to full. A monster can only drink this once before using it up, and may only drink it at the end of the turn.

 5 Pouch of Snotlings

This tiny pouch eternally has small green snotlings climbing from it. At the start of the Monster�s phase, draw a warrior counter and place a snotling in every empty square adjacent to that warrior. These snotlings are worth gold as normal but have no treasure.

 6 Cloak of Illusion

This cloak allows a creature to disguise itself as an enemy, allowing it to attack unawares. The monster gains Ambush, Magic A.

 

Magic Item Chart III 

1 Tome of Vileness

This book casts Dark Magic spells for its wielder. Bearer gains Chaos Magic 1. If the bearer is not already a magic wielder, then all spell rolls are at �1.

2 Crown of Inspiration

This glittering crown inspires the lesser servants of a creature on to greater lengths. All monsters on the board with a gold value of less than the wearer of this crown gain +1 Weapon Skill and +1 Attack. 

3 Ring of Protection

This is a ring of protection like many others. Wearer gains Protection Ring +1.

 4 Tabard of Night

This cloth seems to be made of nothing but darkness and shadow. Wearer is �2 to be hit with ranged weapons.

 5 Turquoise Icon

A tiny gem, it makes its wearer a fearsome foe. The bearer of the icon gains Breathe Fire n where n is half the Dungeon Level, rounding up.

 6 Void Pendant

Sucking the magic from nearby, this simple piece of jewelry grants its wearer Magic Drain 6+.

 

Magic Item Chart IV 

1 Crystal Charm

This clear token makes its bearers whole form become hazy, giving him Ethereal �1. 

2 Sharpening Stone

Any physical attack made by the bearer of this magic device does an additional die of damage.

 3 Belt of Fortitude

Defending its wearer and allies from wizardry, this device grants its wearer Dispel Magic 6+.

 4 Unholy Favour

While it seems to be just a scrap of silk, this potent item protects its bearer from many dangers. When attacking a monster with this item, a warrior may not use any modifying abilities. No die roll may have any bonuses applied to it, and it may not be re-rolled for any reason. Penalties can still apply.

 5 Amulet Snare

A glittering jewel set into a gold chain, this amulet is strangely attractive� Warriors may not attempt to escape from pinning while next to this monster, even if they are normally never pinned.

 6 Boots of Speed

Well-crafted leather, a monster wearing these boots is Never Pinned and doubles its movement.

 

Magic Weapon Chart II

 1 Cursed Bow

This vile weapon fires dark arrows imbued with destructive power. A monster carrying this weapon should be placed as a missile troop. The monster will attack using its full Attacks value and Strength each turn. A monster with no Ballistic Skill should re-roll this result. 

2 Axe of Thirst

This sleek axe transfers health from those it strikes to its wielder. For every wound the wielder of this weapon deals, they regain 1 wound lost in battle.

 3 Assassin Blade

A dark rune etched weapon; the Assassin blade gives its wearer Assassinate 6+.

 4 Shock Hammer

A brutal warhammer, anyone struck by a Shock Hammer must roll their base Toughness or less or be unable to attack in their next turn.

 5 Sword of Greed

No one knows what ancient enchantment allows this blade to function. Every time this weapon strikes a warrior he loses 100 gold times the Dungeon Level.

 6 Whip of Entanglement

This long leather whip allows the monster wielding it to attack at a range of 2 squares. Any warrior struck by a Whip of Entanglement loses must roll a number of D6�s equal to the number of attacks they have. For every die equal or higher than the warriors Initiative, that warrior loses 1 attack in their next turn.

 

Magic Weapon Chart III

 1 Arcanum Sword

This weapon crackles with magical energy; its wielder gains strength equal to the power roll each turn. 

2 Spelleater Blade

Forged to protect its user from hostile sorcery, this weapon gives its wielder Magic Resistance 5+.

3 Plaguesword

Dripping fetid slime, the wounds inflicted by this weapon may never be healed by any spell. In addition, this weapon causes Plague.

 4 Sword of Dulling

Any struck by this weapon slowly lose control of their body. This sword causes Paralysis.

5 Heart Spear

This short spear inflicts +2 damage and never misses.

 6 Blade of Parrying

This weapon darts with a mind of its own, protecting its wielder. Any warrior with a Weapon Skill less than the user of this weapon gets �1 Attack if they attempt to strike this sword�s master. In addition, the sword�s wielder gains Parry 4+.

 

© Gareth Williams 1997