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TOOLS OF EVIL II

By Gareth Williams

The original Tools of Evil article has received the most feedback of any article I have written for Warhammer Quest. The items below have been written to expand the numbers of items currently available for villains. The original article contained more items than weapons, because monsters only ever have one weapon, but often have multiple magic items. This time I have written more magic weapons, because many monsters have magic weapons, yet not nearly as many carry items, so I found a great need for different magic weapons in adventures. In addition, the number of charts now allows neat D66 charts for both weapons and items, while armour can also make use of one, if each suit of armour occupies two places on the chart. These revised charts are included at the end of this article.

Magic Armour Chart III

1 Basalt Armour

Protected by dark enchantments woven into heat-formed stone, the wearer of this armour may completely ignore the first blow it takes each turn.

2 Mail of Curses

Only a blow that is both solid and true can pierce this armour. Any damage dice scoring 1s or 2s are ignored when calculating damage against the wearer of this armour.

3 Crumblemail

An impenetrable suit of flaky stone, this armour is quickly worn away. The first 3 hits the wearer takes are ignored.

4 Living Mail

Shifting and moving in response to a blow, this armour has no gaps, and is always thickest where it is struck. Anyone striking the wearer of this armour rolls an extra 3 dice for damage and then discards the highest 3.

5 Armour of Fastness

Dark plates made with consummate skill; the highest Damage Die rolled in any attack that hits this armour�s wearer is discarded.

6 Plates of Lacquered Silver

Blows that strike this armour are deflected well away from its wearer, ruining attack routines. A warrior who attacks the wearer of this armour and misses may not attack again this turn.
 

Magic Item Chart V

1 Chime of Tardiness

With a quiet ringing, experienced fighters find their movements thwarted. All warriors adjacent to bearer are at �1 attack.

2 Pendant of Invulnerability

Seemingly at random, an invisible arc of force spins around the pendant�s wearer. Draw a Warrior Counter at the beginning of each turn. Nothing that warrior does can affect the Pendant�s bearer in any way.

3 Ring of Frost

Cold white rays of chaos magic shoot out from this item, chilling those struck. This item shoots at a random warrior each monster�s phase, with a BS of 4+. Any warrior struck may take no action until the next monster�s phase begins.

4 Magic Siphon

In the siphon�s presence, the only luck that can befall a party is ill. Any roll for power above 2 counts as 2 as long as the bearer of this item remains alive.

5 Token of Curses

A cruel device, it punishes failure without mercy. Any warrior adjacent to the bearer of this device that rolls a 1 takes D3 damage with no deductions.

6 Gem of Revenge

Black and lustreless, only the death of its master will make this gem shine, and then it will shine with fury and be consumed. The warrior who kills the bearer of this item takes D6 damage per Dungeon Level of the current adventure.
 

Magic Item Chart VI

1 Potion of Strength

An angry red hue, this liquid contains potent magic. Bearer is at +3 Strength for their first turn.

2 Sash of Secrets

The sash�s weave is so complex, it cannot be understood even on close examination. Wearer re-rolls first failed roll each turn.

3 Potion of Resilience

They that while this potion makes the skin stony only briefly, it affects the heart forever. Bearer is Toughness +3 for the first turn of combat.

4 Ring of Soul Theft

This utterly evil device robs the dead before they even fall to the floor. Each time another model is reduced 0 wounds and removed from the board, the wearer of this ring regains 2 lost wounds times the Dungeon Level.

5 Acidbolt Scroll

Evil runes writhe upon the surface of this scroll. The monster carrying it will read it at the beginning of their first Monster�s Phase, striking a random warrior with a bolt of acid that inflicts 2D6 damage plus twice the Dungeon Level and ignores all armour.

6 Gauntlets of Dexterity

Their heavy mail makes for light feet. Wearer gains +2 Initiative and Dodge 5+. If that model had Dodge already, make this roll separately.
 

Magic Weapon Chart IV

1 Wounding Blade

As long as its master stands, this blade�s cuts will bleed. Until the end of combat, any model who has been struck by this weapon and wounded takes D6 Fatal Damage at the end of each turn.

2 Tongue Blade

Though edged like a sword, this weapon writhes like a monstrous thing entrapped. A model struck by this weapon loses the weapon they are currently holding. Lost weapons can be recovered at the end of combat.

3 Hammer of Flight

Flying swiftly and then returning unerringly to its user, this hammer is clearly magical. This hammer gives its bearer a +2 Strength bonus in hand to hand combat. In addition, the hammer�s bearer can throw it to make a ranged attack, using their own Ballistic Skill and Strength to determine hits and damage. If this item is rolled for a monster with no Ballistic Skill, re-roll.

4 Sword of Bitterness

Whispering of hate, bile forever coats this blade. Wielder will always attack the same warrior if possible. Only warriors struck by this weapon may attacks its wielder.

5 Guided Sword

None know if this sword aids its wielder in striking blows, or if it is he helping it. Wielder gains +1 to hit and +1 Attack.

6 Mace of the Stars

A black head filled with lights, this mace strikes with the cold of the void. Any model struck by this weapon receives a �1 on all their rolls during their next turn. This effect is not cumulative.
 

Magic Weapon Chart V

1 Sword of Cowards

None this weapon has struck have proven truly fearless. A warrior struck by this weapon may not attack its wielder during their next turn.

2 Totemic Spear

Simply carved runes and savage adornments make a poor spear a strong one. Wielder gains Fights in Ranks and gets +1 to hit.

3 Sword of Immolation

A column of fire erupts wherever this weapon strikes, spreading with dark intent. Wearer gets +1 Damage Die. Any warriors adjacent to a warrior struck take 2D6 damage.

4 Havoc Sword

The rage from this blade is an unnatural thing, forced into the heart of its bearer. Wielder gains Frenzy 5+.

5 Blade of True Blows

What should have been grazing blows twist and grow deep when struck by this sword. Wielder may re-roll each missed attack once per turn. If the second roll hits it does +1D6 damage.

6 Scimitar of Haste

A blur in its owner�s hands, this weapon�s shape is difficult to see. At the end of the Monster�s Phase, the wielder of this scimitar may make an additional attack for each attack that struck a warrior earlier in the turn.
 

Magic Weapon Chart VI

1 Soul Drinker

These rare blades slowly pull the life of any struck into their wielder. At the end of the turn, any warrior struck by this weapon, even in a previous turn, loses 1 point of Strength, while the wielder of the sword gains the stolen Strength. Warriors regain all Strength when the Soul Drinker�s wielder is slain. Warriors reduced to Strength 0 are slain.

2 Loyal Sword

If the wielder of this sword is killed, it will leap at the warriors to avenge him. The sword attacks at the wielder did, and has Toughness 5, 1 wound, move 4, Dodge 3+ and Magic Resistance 3+. The sword will animate at the beginning of the Monster�s phase after its wielder was killed.

3 Envenomed Bardiche

Heavy and straight forward, this cleaver-like weapon bears a suspicious blue stain on its blade. The wielder of this weapon doubles their Damage Dice and then discards the lowest half of them when rolling damage. Hits from this weapon cause Poison.

4 Carnage Bow

Made from a single enormous daemon bone, this bow towers over its holder. The bearer of this weapon can make ranged attacks, and should be placed accordingly. This weapon uses its owners Ballistic Skill to hit, but does not add his Strength to any hits. Instead, the wielders Damage Dice are doubled when using this bow. If this item is rolled for a monster with no Ballistic Skill, re-roll.

5 Spectral Javelin

Ghostly and freezing cold, this weapon flies straight through its target, never to be seen again. When the wielder of this weapon is placed, they throw the javelin immediately, as if they had Ambush, Magic A. The Spectral Javelin automatically hits a random warrior. That warrior loses all but D6 wounds. The Javelin�s wearer will then attack with a sword.

6 Heart Rending Blowgun

Covered with writhing sigils, the terribly barbed darts this weapon shoots bury deep into flesh as if obeying some malevolent will. The bearer of this weapon can make ranged attacks, and should be placed accordingly. This weapon uses its owner�s Ballistic Skill to hit, and shoots twice per monster�s phase. This weapon deals 2D6 damage and has a Strength equal to the Dungeon Level. Any hits it scores cause Poison. If this item is rolled for a monster with no Ballistic Skill, re-roll.


Magic Armour
 
From the Warhammer Quest Roleplay book
11-12 Chaos Armour
13-14 Armour of Cursed Iron
15-16 Armour of Doom
21-22 Arcane Armour of Destruction
23-24 Venom Armour
25-26 Armour of Carnage
From Tools of Evil
31-32 Ethereal Armour
33-34 Armour of Gigantism (Re-roll on Large Monsters)
35-36 Bonemail
41-42 Menacing Shield
43-44 Armour of Regeneration
45-46 Magnetic Armour
From Tools of Evil II
51-52 Basalt Armour
53-54 Mail of Curses
55-56 Crumblemail
61-62 Living Mail
63-64 Armour of Fastness
65-66 Plates of Lacquered Silver
 

Magic Item
 
From the Warhammer Quest Roleplay book
11 Ring of Resistance
12 Cloak of Shadows
13 Warpstone Talisman
14 Doomfire Ring
15 Mask of Kadon (Re-roll on Terror causing monsters)
16 Collar of Vengeance
From Tools of Evil
21 Charm of Confusion
22 Cast Iron Ring
23 Scarab of Sorrow
24 Potion of Unholy Rejuvenation
25 Pouch of Snotlings
26 Cloak of Illusion
31 Tome of Vileness
32 Crown of Inspiration
33 Ring of Protection
34 Tabard of Night
35 Turquoise Icon
36 Void Pendant
41 Crystal Charm
42 Sharpening Stone
43 Belt of Fortitude
44 Unholy Favour
45 Amulet Snare
46 Boots of Speed
From Tools of Evil II
51 Chime of Tardiness
52 Pendant of Invulnerability
53 Ring of Frost
54 Magic Siphon
55 Token of Curses
56 Gem of Revenge
61 Potion of Strength
62 Sash of Secrets
63 Potion of Resilience
64 Ring of Soul Theft
65 Acidbolt Scroll
66 Gauntlets of Dexterity
 

Magic Weapon
 
From the Warhammer Quest Roleplay book
11 Cutting Edge Sword
12 Sword of Distortion
13 Sword of Pain
14 Cursed Blackblade
15 Sword of Insanity (Re-roll on Terror causing monsters)
16 Blade of the Damned
From Tools of Evil
21 Cursed Bow (Re-roll on monsters with no Ballistic Skill)
22 Axe of Thirst
23 Assassin Blade
24 Shock Hammer
25 Sword of Greed
26 Whip of Entanglement
31 Arcanum Sword
32 Spelleater Blade
33 Plaguesword
34 Sword of Dulling
35 Heart Spear
36 Blade of Parrying
From Tools of Evil II
41 Wounding Blade
42 Tongue Blade
43 Hammer of Flight (Re-roll on monsters with no Ballistic Skill)
44 Sword of Bitterness
45 Guided Sword
46 Mace of the Stars
51 Sword of Cowards
52 Totemic Spear
53 Sword of Immolation
54 Havoc Sword
55 Blade of True Blows
56 Scimitar of Haste
61 Soul Drinker
62 Loyal Sword
63 Envenomed Bardiche
64 Carnage Bow (Re-roll on monsters with no Ballistic Skill)
65 Spectral Javelin
66 Heart Rending Blowgun (Re-roll on monsters with no Ballistic Skill).
 
© Gareth Williams 1998