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Arcane and Deadly Objects

This table can be used either alone or in conjunction with the standard tables provided in SOBH and its supplements. Note that this table represents
magical items as things strange and deadly, and often very dangerous to use. All items follow the action requirement rules from SoBH: Two actions
to pick up, one action to pass to an adjacent model. In addition, a model may use one action to drop a magic item: place a counter in base contact
with the model. Any additional action requirements for a particular item are listed in its description. Based on the dangerous nature of some of the
items, you may rule that the item should be rolled as soon as a character comes into contact. I think its more fun to wait until the item is picked up.

Roll a d20
1. The Sire of Axes 8. Mammet of the Eye 15. Vial of Noisome Humour
2. Twisted Circlet 9. Clotpoler Maul 16. Insidious Bauble
3. Vexatious Pomander 10. Atgeir of Paracusia 17. Crystalline Lens
4. Hand-Taker 11. Irksome Sabatons 18. Ampoule of Caustic Murk
5. Fell Grenadoes 12. Meteor Hammer 19. Leaden Bolas
6. Somen of Frightful Countenance 13. Guilded Cod-Piece 20. Bearhunting Suit
7. Demonic Mortuary 14. Eldritch Grimoire

Item Descriptions and Rules:

1. The Sire of Axes: A heavy battle axe, long of beard and broad of to be touched and will lovingly embrace and corrupt the hand of the
blade. The crimson stone surmounting the haft puts the bearer in wielder until it is impossible for sword or man to ever part again.
mind of might, and madness, and blood... (Two action to pick up (Two actions to pick up and wield) The Hand-Taker grants the
and wield) The Sire of axes grants +D3 to the wielders C score and wielder +1 on combat rolls and the Mutant special rule. The
-D3 to his quality score. Roll 1D3 at the beginning of the weapon may never be dropped, put down, taken, or passed to
controlling players turn, and place a dice marker next to the another character unless the wielder is slain.
model as a reminder. The result stands until the beginning of the 5. Fell Grenadoes: Metal or ceramic orbs with cotton-wick fuses.
controlling players next turn. (Note: results are not cumulative). If Impossible to discern the mechanism within. (Two actions to pick
the wielders quality ever becomes 7+ or greater, he immediately up, one action to throw. Cannot throw and make an attack in the
goes out of action and drops the axe (mark its position with a same turn.) Roll 1D3 to determine quantity. The bearer may use
suitable token). If this happens, the erstwhile wielder of the axe one action to throw a grenado anywhere within medium range,
can no longer touch it without losing his mind. If recovered, the where it will explode with a blast radius of 1 short. Roll a D3 to
axe may be given to another member of the former wielders determine the type of explosion:
warband, but the wielder can no longer use it. 1-2 Noxious vapour: all affected models must test vs. poison.
2. Twisted Circlet: A narrow band of corroded black iron inhabited 3-4 Bewitching mist: all affected models must test vs. level 1
by the demented spirit of a long-forgotten king who speaks entangle.
strange and disjointed riddles in the ear of the wearer, inspiring 5-6 Explosive: all affected models receive a C2 lethal attack.
him, by turns, to unreasoning fury and utter imbecility. (Two 6. Somen of Frightful Countenance: Decorated facial armor
actions to place upon the bearers brow) At the start of the displaying great anatomical imagination. Those who have seen it
controlling players turn, roll a D6. The result is the bearers swear to its verisimilitude; those who have worn it never recall the
Quality score until the start of the next turn. On a roll of a 1, the depraved utterances they made in the dark behind the mask. (Two
bearer counts as having a quality of 2+ and the Hero special rule. actions to put on.) Grants the wearer the Terror special rule, -1 to
If the bearer ever rolls two or more failures to activate, the spirit quality rolls.
of the demented king is detached from the circlet and melts into 7. Demonic Mortuary: A cavalry sabre bearing the countenance of a
the chaos of the other side. The crown is of no more use. goodly crusader on the basket hilt. There is an otherworldly twinkle
3. Vexatious Pomander: A perforated brass orb, hanging from a fine in the garnet eyes when battle is thick and danger nigh. The demon
link chain, that exudes the scent of potent herbs and odoriferous in the sword cares not for liege nor loyalty, only the smell of fear.
resins, conceived by a spagyrist who bred flowers to bleed and The wielder of the blade will understand this, and will often shirk
vines to strangle. Wise men find the perfume of the pomander battle to avoid releasing the beast. (Two actions to take up and
invigorating, strong men find it inspiring. The spagyrist only finds wield) Grants the wielder the Coward special rule and the Were
it amusing. (Two actions to place around the bearers neck, so special rule with the following profile: Q4+, C4, Savage, Tough,
that the vapours waft into their nose.) While the Vexatious Magic Resistant. If the Were rule is activated (i.e., the wielder is
Pomander is worn, the bearers Quality and Combat scores switch killed or knocked down by a non-magical attack) the wielder is
according to the chart below. (Example: a Q3+ C3 character will immediately possessed by and transformed into the demon within
become Q4+ C4 for as long as he wears the pomander. A Q4+ C3 the mortuary. The wielder is no longer under the players control
character is unaffected.) but will instead, at the start of the (would-be) controlling players
turn, roll 3 dice to activate and spend all actions first moving
Quality: 2+ 3+ 4+ 5+ 6+ towards and then attacking the closest model. (If the Demon is in
contact with more than one model, the controlling player may
Combat: 5* 4 3 2 1 choose who to attack.) If the demon ever rolls three failures, he is
sucked back into his blade-prison, and the wielder is left passed out
*A C score higher than 5 counts as Q2+ on the ground (out of action). If he was killed before his
transformation, then roll for injury after the battle as normal.
4. Hand-Taker the Squamous Flammard: A broad blade of darkly 8. Mammet of the Eye: An Icon of chaotic portent, mesmerizing even
gleaming metal with a hilt of crusty, porous, scaly texture. It begs in spite of the rotting cloth and flaking gilt. A dread symbol that
weighs on the fate of those who march beneath, bending them to will clutch the grimoire to his body such that it cannot be removed.
the fickle will of the Eye. (Two actions to tie or strap the Mammet It must be interred with him until his flesh rots and some other
to a staff, branch, or weapon. Cannot be removed unless the unfortunate happens upon it.) If the bearer was a magic user, he
bearer spends two actions and takes -1Q permanently, as ever loses the magic user special ability.
after he succumbs to grim pareidolia, seeing the peering Eye in all 15. Vial of Noisome Humour: A tiny crystal decanter of unstable and
things.) Roll a D3 at the beginning of each battle or when the highly pungent liquid. (Two actions to pick up. One action to dump
Mammet is first affixed. The Mammet will grant all models within the vials contents on the bearers head, or one action to splash it
1x Long except the bearer either +1C, -1C, or -1 on all Q rolls. But on an opponent in base contact.) A model doused with Noisome
remember, the eye is fickle. If the bearer ever rolls two failures for Humour receives -1 Quality and the Terror special rule for D3 turns.
activation, re-roll the D3 and immediately apply the new result. Furthermore, at the time the affected character is splashed, any
9. Clotpoler Maul: A leaden lump in the likeness of the head of a models in base contact with him are automatically repelled one
drooling idiot, affixed to a stout oaken haft. It is unclear whether base width, as if the splashed model had just beaten them in
the stupidity of its victims is an attribute of the weird hammer, or combat on an odd dice roll. Roll a dice when the character declares
merely the result of concussion, but the likeness of the morons face that they will use the vial. On a roll of a 6, the Noisome Humour
in soft lead seems to grow more vapid and lunatic with every strike. evanesces in a flash. The bearer is immediately knocked down and
(Two actions to take up and wield) Whenever the wielder wins a loses all further actions. If the model is knocked down before using,
melee combat roll, roll a D6. On a roll of a 6, target gets -1 Q for the Vial will break and its effect is resolved immediately.
rest of game, wielder gets +1 C for rest of game. 16. Insidious Bauble: An unassuming trinket that grants the ability to
10. Atgeir of Paracusia: A polearm of deadly brightness. Many are the fade, but also inspires a fascination that eventually will grow into a
songs that tell of the men it has taken back to the mud. But when deep and abiding obsession. (Two actions to clutch greedily in a
the blades wielder listens closely, he can hear the many tortured hand and bury deep in a pocket. The bearer will never give up the
songs of those it has taken someplace else (Two actions to take bauble, though it can be taken from his corpse.) In the 1st battle in
up and wield. A Magic User wielding the Atgeir may use Two which the bearer has possession of the bauble, it grants him the
actions to destroy it.) Confers no bonus to the wielder at first. Stealth special rule. In the second, it will also grant Opportunistic.
Whenever the wielder wins a melee combat by knocking down his In the third, Greedy. In the fourth, Evil.
opponent, that opponent must make a quality check on three dice. 17. Crystalline Lens: A cunning, if fragile, invention, invaluable to the
On three failures, the opponent is absorbed, with a roil of smoke marksman. (Two actions to affix to a ranged weapon.) Can only be
and an odour of camphor, into the Atgeir. For each model used by models with the Shooter special rule. Grants the wielder
absorbed in this way, the Atgeir grants +1C to the wielder. If, the Unerring Aim special rule, and allows the wielder to perform an
however, the wielder loses a melee combat by being knocked Aimed Shot for one action instead of two. The lens will break if the
down, he must pass the same test to avoid being absorbed in the model is knocked down.
same manner. If the wielder is absorbed, the Atgeir is dropped 18. Caustic Murk: An ampoule of thick, smoky glass containing a highly
where he stood, and can be picked up by another model who then corrosive liquid which eats organic substances with a sound like fat
gains the accumulated combat bonuses. The Atgeir may be cooking. (Two actions to pick up. D3 applications, 1 action to unseal
destroyed by a magic user who spends two actions in the act. If the ampoule, 1 action to apply the murk to the blade, point,
successfully destroyed, all models absorbed by the Atgeir will re- striking surface, &c. of a weapon. May be applied to the weapon of
appear during the witching hours of the following fortnight, with another model in base contact. Unused applications cannot be
haunted looks in their eyes and voices hoarse from ceaseless song. carried over from one battle to the next.) When applied to a
11. Irksome Sabatons: Armoured footwear crafted of greasy black weapon, the Caustic Murk grants +1 C on the next attack. If the
steel, causing blisters, bunions, and all-encompassing ire. (Two bearer of the Murk is knocked over after the Vial has been opened,
actions to put on the bearers feet) Grant the wearer the Savage the Murk will spill, causing -1 C to the erstwhile bearer for the
and the Short Move special rules. remainder of the battle.
12. Meteor Hammer: Two spiked, spherical weights joined by a length 19. Leaden Bolas: Three lumpen balls of metal tied into a central knot
of chain. Almost as unpredictable to attack with as to defend with leather thongs. When not in use, the straps tend to tangle
against. (Two actions to take up and wield) Grants the wielder the together, as though all they desire is to strangle. (Two actions to
Tail Slap special rule as he uses the Meteor Hammer to surprise take up and wield. One use only) The wielder of the Leaden Bolas
and entangle his foe. However, on a tied melee combat roll, the gains the Shooter, medium special rule for one shot. On a
wielder himself is entangled or overbalanced with the weapon and successful hit, the target is automatically ensnared, and if beaten
must either recoil or be knocked down, according to whether his on an even die roll, is both knocked down and ensnared.
opponent rolled odd or even with his combat dice. 20. Bearhunting Suit: A suit of leather covering the entire body and
13. Guilded cod-piece: An intricately fashioned and generously sized face. The suit is quilted and studded over every inch with iron nails.
article with a girdle for fastening about the waist. (Two actions to (Two actions for a model to gird himself with the Suit) When an
gird the bearers loins) Grants the wearer +2 to morale rolls. enemy model causes the wearer of the Bearhunting Suit to be
14. Eldritch Grimoire: A musty tome bound in an oily, unwholesome repelled in melee combat (only by a C roll, not by a Noisome
leather, bearing the forgotten hymns of uncaring gods. The one Humour), the wearer automatically makes a second attack against
who bears the grimoire will begin to read aloud from it incantations the opponent with a Combat score of that of the opponent,
of power, and will be unable to stop, or to close the Grimoire. (Two rounding down.
actions to take up and begin reading) All those within earshot gain Exempli gratia: A C3 Sneering Bandit attacks Aldric of
+1 to Quality rolls for casting spells or for resisting Transfix. Wyrdwold, who is C2 and wearing the Bearhunting Suit. The bandit
However, as the bearer of the grimoire continues to read, his voice rolls a 3 for a total of 6, while Aldric rolls a 2 for a total of 4. Aldric
gets hoarser and hoarser, quieter and quieter. In the first battle, is repelled, but the Sneering Bandit immediately suffers an attack at
the range of the grimoire is 1 long, in the second it is shortened to his own C, rounding down (1). The Bandit unluckily rolls a 1 (total
1 medium, and in the third to 1 short. After three battles, the 4), and Aldric rolls a 6 (total 7), knocking the Sneering Bandit on his
bearer has gone mute, but will refuse to relinquish the tome (it arse, bleeding from many pinhole sized wounds.
cannot be given to other characters. Even if the bearer is killed, he

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