NORSE MONSTER MAGIC ITEMS
In
the Ice Caverns of Norsca, some Monsters bear Magic Weapons,
Magic Armour, and Magic Items just like the magic
items that the Warriors possess. In the Monsters' case though, these
items are cursed and will destroy any Warrior who tries to use them.
If
the Monster's entry indicates that it carries a magic item roll
1D20 on the appropriate table to determine what it is. A group of
the same type of Monsters have the same magic item, so you should
roll for the group as a whole.
MAGIC
WEAPONS
1 Ice
Blade
A cool energy flows over this blade
giving the Monster +1D3 attacks every second turn, starting with
the first turn the Monster is in play.
2 Mace of Vengeance
Every time a Monster attacks with
this weapon, on a 5-6+ the damage is doubled. The weapon also gives
off the effect of Tomb Rot 1D3.
3 Staff of Resurrection
As well a being used as a normal
weapon this staff has the magical properties of resurrection. Whenever
a Monster is killed up to two squares away in any direction from
the holder of this staff roll a D6. On a roll of 5,6 the fallen
Monster is resurrected into play with 1D6 wounds. A resurrected
Monster may act as normal next Monsters phase.
4 Long Sword of Freezing
When ever this weapon hits, roll
a D6. On a roll of 5-6 its target is frozen, and can do nothing
for 1 turn. While in this state the victim has a WS of 1.
5 Frozen Axe
This weapon ignores all magical
armour, and 1 point of Toughness.
6 Blade of Blood Draining
Every time this weapon gets a 6
To Hit, 1D3 permanent wounds are drained from its target, and given
to the user of the weapon, even if this takes the Monster above
his starting Wounds.
7 Cutlass of Sure Striking
This cutlass gives the wearer +1
to all to hit rolls.
8 Mace of Destruction
The wielder of this mace may add
+1 damage dice on a natural 5 or 6 to hit.
9 Freeze Bombs
This Monster has a bag of freeze
bombs. Every turn after the Monster has made his normal attacks,
a bomb is thrown at a random warrior, requiring a Ballistic roll.
The target must roll 1D6. If the number is below the warriors base
toughness then the bomb has no effect. If this test is failed the
warrior is frozen for 1 turn and can be hit on a 1+. The bombs can
be thrown squares equal to the strength of the holder. This is treated
as an extra attack.
10 Blade of Flight
This blade gives the Monster the
power of flight. He now has the Fly ability.
11 Flail of Force
When a Monster uses this weapon
he has only 1 attack but any extra attacks leftover are converted
to damage dice. Eg. If a Monster has 3 Attacks, he now has 1 Attack,
with an extra 2 damage dice.
12 Spiked glove of Retribution
This gives the wearer +1 Attack
with -1 to hit.
13 Mace of the Giant
The mace has been enchanted giving
the Monster + 4 Strength.
14 Spear of Piercing
This Spear has a range of two squares
(Fight in Ranks) and ignores 3 points of armour.
15 Striking Dagger
This dagger never misses giving
its user an extra attack which he must use after all his normal
attacks, and giving anyone hit by it 1D4 unmodified damage.
16 Axe of Killing
All damage done by this axe is fatal
damage.
17 Flail of Destruction
When a 6 is rolled to hit, this
weapon destroys a random piece of Treasure from the Warrior.
18 The Spiders Blade
At the start of the Monsters phase
roll 1D6.
1-2 Nothing
happens.
3-5 1D6 giant
spiders are summoned.
6 1 Gigantic
spider is summoned.
The Spiders should be placed as
close as possible around the Monster that summoned them.
19 Sabre of Dragon Flame
A billow of flame spews forth from
this weapon 3 squares by 3 squares in front of it's user. This flame
causes 2D6 dam, and hits automatically. All Warriors in the area
of effect are hit. This replaces the Monsters first attack each
turn.
20 Hammer of Ice Golem
This hammer is slammed to the ground
summoning a huge Ice Golem from the slabs of ice throughout the
floor. At the start of every turn roll 1D6. On a 5 or 6 a Golem
is summoned, and is placed as close to the user as possible. It
will pick any Warrior as normal but as soon as the caster is attacked
it will attack his attacker. The Golem only stays in play for 1D4
turns before the magic is lost and he melts back into the ground..
|
Ice Golem |
Wounds |
20 |
Move |
3 |
Weapon
Skill |
3 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
6 |
Initiative |
2 |
Armour |
- |
Attacks |
1 |
Damage
Dice |
2 |
Gold |
400 |
All damage from ice magic or any
spells related to ice etc. is halved. All damage from fire related
spells/items is doubled.
MAGIC
ARMOUR
1 Black
Chainmail
The
wearer of this armour receives +1 Toughness, and Magic Resistance
5+.
2 Plate
of Dark Venom
Covering
this platemail armour are many vicious snakes which strike at anybody
that come near. Any Warrior standing adjacent to the wearer at the
end of the turn suffers 1D3 fatal damage, with no modifiers.
3 Chainmail
of Stench
The
stench that comes from this armour is almost unbearable. Any Warrior
standing adjacent to the Monster wearing this armour suffers -1
Attack. The Warriors attacks cannot go below 1.
4 Armour
of Frost
Any
Monster up to two squares, away from the wearer of this armour receives
+1 Toughness. This includes the wearer.
5 Armour
of Spell Evasion
The
wearer of this armour receives Magic Resistance 4+, and Magic
Dispel 5+
6 Armour
of Might
This
armour gives the wearer +1D6 Strength, and +10 Starting Wounds.
7 Scales
of the Frost Serpent
This
armour is made from the scales of the frost serpent. Every time
the wearer is hit roll 1D6. On a 6 the damage is absorbed from that
hit.
8 Armour
of Hebel-Rict
This
golden armour gives the wearer +1 Attacks but -1 to hit.
9 Arm
Bands of Power
The
wear of these bands can cast 1 Chaos Magic spell a turn.
10 Breast
Plate of Regeneration
At
the end of the turn roll 1D6. On a 6 the wearer regenerates 3D6
Wounds. This can exceed their starting Wounds.
11 Armour
of Shattering
When
the wearer of this armour is killed the armour explodes, shattering
shards of ice around him. Every model in an adjacent square is hit
for 2D6 damage.
12 Armour
of Pain
Whenever
the wearer of this armour is hit a shock of electricity shoots through
the weapon which hit him. The Warrior who hit the Monster takes
1D3 unmodified wounds.
13 Helmet
of Shadows
When
the wearer of this helmet is reduced to zero wounds roll 1D6. On
5 or 6 he sinks back into the shadows and disappears. He does not
return to play but no gold is received from his defeat.
14 Chaos
Armour
This
armour gives the wearer -1 to any hit roll made against him by magical
weapons. He is also Immune to all Axe Runes, and Tattoo effects.
15 Plate
of the Dead
When
the wearer of this armour dies he instantly rises again as a Zombie.
Place a zombie miniature on the space where he died. Once the Zombie
is killed, he is finally dead, but only the original Monsters Gold
is found.
16 Magical
Black Helm
This
helm doubles all spell effects. Eg. If a Warrior took 2D6 unmodified
damage, he would now take 4D6 unmodified damage. If a Warrior lost
2 Toughness, he would now lose 4 Toughness.
17 Breast
Plate of Hatred
When
a Monster is placed wearing this armour, choose a random Warrior.
The Monster has a "hatred" for this Warrior and will try to attack
him at all costs giving him a Pinning of 6+. Against this Warrior
he also gets +1 to hit.
18 Shield
of Hypnotism
At
the start of every turn, pick a random Warrior who is in line of
sight. On a 5 or 6 the Warrior is Hypnotised by the swirling void
of the shield and loses 1D4 attacks for the turn. It also gives
the wearer +1 Toughness.
19 Chainmail
of Morphing
Roll
1D6 at the start of every Monsters phase. When a 6 is rolled, the
wearer is transformed into a Monster on the next Dungeon Level for
1D4 turns. If more than one Monster is on the same roll, then choose
the most powerful. While in this state do not roll for morphing.
The Monster which has been morphed into has no magical items, armour
or weapons and can not cast any spells, apart from what he originally
had.
20 Plate
of Golden Shield
This
armour glows with a golden aura, shielding its wearer. Roll 2D6
whenever he is hit. If a 6 is rolled then all damage from the blow
is ignored. This also gives the wearer Magic Resistance 6+.
MAGIC
ITEMS
1 Ice
Helm of Restoration
This
helm was forged deep within the caverns of Norsca, and gives its
wearer a Regenerate 1.
2 Arm
Bands of Chill
These
bands have been fused with the essence of many ethereal beings.
They give the wearer and an additional attack with Chill 1
as the damage.
3 Throwing
Knives of Malice
These
knives give the wearer an extra missile attack. He will always throw
at a random warrior who is out of reach of hand to hand combat if
he can. Otherwise, if no Warrior is out of range he will attack
a random Warrior adjacent to him. He may still use the knives even
if he is pinned. They inflict 1D6+Strength damage.
4 Belt
of Ice
This
belt is made of magical ice. It gives the wearer +2 Toughness.
5 Teeth
of the Yeti
These
enchanted teeth have been bound into a necklace. They give the wearer
+15 Starting Wounds.
6 Gauntlets
of the Storm
At
all times a small snow storm swirls around the wearer in all adjacent
squares. Anybody in these squares, Monster or Warrior must suffer
1D3 damage every turn, with no modifiers.
7 Amulet
of Yon
At
the start of every Monster phase roll 1D6 to see how the amulet
aids its wearer.
1-2 The
amulet sparkles but nothing else happens.
3 The
amulet gives the wearer +1 Toughness for the next turn.
4 The
amulet gives the wearer +1 Strength for the remainder of the turn.
5 The
amulet gives the wearer +1 attacks for the remainder of the turn.
6 The
amulet gives the wearer +1 Strength and +1 attacks for the remainder
of the turn.
8 Arm
bands of Oragrom
The
wearer of these arm bands gains some of the strength of the demon
Oragrom. He has +1 damage dice.
9 Belt
of Armageddon
At
the start of every Monster phase roll 1D6.
1-4 The
belt does nothing this turn.
5-6
A red streak of lighting fires out of the belt which strikes
all Warriors in line of sight, inflicting 1D6+2 Wounds, unmodified.
10 Necklace
of Life Draining
This
bony necklace gives the wearer a chance to live again after death.
When the Monster dies roll 1D6. On a 4-6 he rises from the dead.
He can only do this if there is a Warrior or Monster adjacent to
him. If there is he drains 2D6 unmodified Wounds from a random Warrior
or Monster around him which is given to the wearer. If a Monster
dies because of this the Warriors do not get the Gold. The Warriors
do not get additional Gold for killing the Monster more than once!
11 Ring
of Teleportation
The
wearer chooses a new target every turn and teleports 1D6 squares
towards him.
12 Amulet
of Terror
This
amulet gives off a powerful aura giving the Monster Terror
6.
13 Ring
of Tragedy
No
luck can be used on the same board section as the wearer of this
ring.
14 Head
Band of Strength Draining
Any
warrior or Monster in an adjacent square to the wearer of this head
band is at -1 Strength (minimum of 1). This point of Strength is
given to the wearer of the headband.
15 Necklace
of Doom
This
necklace swirls dark magic around the user, making all to hit rolls
made against him at -1. He also gets +1 attacks.
16 Amulet
of Turmoil
All
Warriors on the same board section as this item are sent into mental
turmoil, and at the start of every turn they must roll 1D6. On a
1 or a 2 they are deeply affected by the struggle going on within
their minds and must subtract -1 to all to hit rolls.
17 The
Chalice of Chance
Before
the combat starts the owner of this chalice will drink the magical
water from it, to aid him. Roll 1D6.
1 The
water does nothing.
2 The
water strengthens him, giving him +1 Strength.
3 The
water toughens him, giving him +1 Toughness.
4 The
water quicken his thoughts and movements, giving him +1 attacks
and +1 Initiative.
5 The
water gives him +2D6 Starting Wounds.
6 The
water is very magical and allows him to cast 1 Ice spell per turn.
18 Earthquake
Boots
At
the start of each Monsters phase roll 1D6 for the wearer of these
boots. On a 5,6 he stamps on the ground causing the whole dungeon
to crack and crumble. Then, for every Warrior, roll 1D6. If the
number rolled is greater than their movement they are hit my falling
rubble. Any hit warrior takes (Monsters Dungeon Level) x 1D6 Wounds,
with normal modifiers.
19 Magic
Stones of Norsca
The
Monster has a sack of many of these stones. At the start of every
Monsters phase roll 1D6. On a 5 or 6 the owner of the stones has
thrown 1D4 of them down in front of him from his sack. Each stone
cracks open and from it rises a Norse skeleton which is eager to
do it's masters bidding. These creatures fight as normal skeletons
and are placed as close to the creator as possible.
20 Duplication
Cloak
At
the start of every Monsters phase roll 1D6 for the wearer of this
cloak. On a 5 or 6 he uses its power and duplicates himself into
an adjacent square next to him, but only if one is unoccupied. The
duplicate is an exact copy of the wearer at the time he was duplicated,
apart from any magic items, weapons or armour. The duplicate will
just fight as normal and will not cast any spells.
Norse
Monster Magic Items by Ben Head.
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