Lustrian Artefacts
More so than anywhere in the world the jungles and temples of Lustria are littered with priceless riches and powerful ancient artifacts of the Old Ones. The tables that follow may be used to generate items for scenarios or be integrated with the Exploration tables that were featured in Town Cryer 11.
Whenever you find an artifact roll 4D6. You add up the total of the four dice and check the minor artifact table to see what you have found. If you roll all four of the same number, e.g. 1111, 2222, 3333, etc. this means you’ve found the minor artifact, PLUS you get to roll 4 dice and consult the major artifact table.
Minor Artifacts
(Roll 4D6)
4 Sacrificial Heart Cloth of Chotec
The heart used in this artifact was of a ruthless Saurus Hero that was blessed with intelligence (to a degree). He turned on his fellow Lizardmen and went off into the jungle, only to be caught in a clever trap, setup by Priest of Chotec, Tinci-Winci. He was sacrificed, as the Priest feared he was possessed.
This cloth may be used as a sling that has a +1 Strength modifier.
5 Jaguar Mace
This bronze club was enchanted by a powerful Mage-Priest to grant its wielder the quickness of the totem animal. It seems to dart out with preternatural speed, blocking incoming attacks.
This weapon counts as a mace but can Parry like a sword.
6 - 8 Magic Arrows
The Mage-Priests often give their most important Skinks magical arrows that will help them protect their temples. Sometimes, the Skinks are slaughtered before they have a chance to use them.
Roll a D6 and check the following chart:
D6 Roll | Result |
---|---|
1 | D3 Ice Arrows |
2 | D3 Explosive Arrows |
3 | D6+1 Ice Arrows |
4 | D3+1 Thunder Arrows |
5 | 2D6 Explosive Arrows |
6 | 2D6 Lightning Arrows |
Any of the arrows may be shot from a short bow, a bow, a long bow, or an Elven bow. Look below to see what each does.
Ice Arrows – When fired, these arrows freeze anything they hit. Any enemy wounded by an Ice Arrow cannot move in their next movement phase.
Explosive Arrows – These arrows explode in a bright light of magic once they hit something. They count as having Strength 5 and anyone within 2” of the model will be hit at Strength 3.
Lightning Arrows – These arrows call down a huge bolt of lightning to hit the target. These arrows have a Strength of 3, but once they hit they do an additional Strength 4 hit, with +1 Strength if the model is carrying a shield, buckler, or is wearing light armour, and +2 Strength if the model is wearing heavy armour.
9 Shield of Feather Iron
This shield is made out of an ore called Feather Iron that is only found in the middle of the jungle. It was actually a meteorite that fell from the sky. It’s as hard as iron, while as light as a feather.
This shield counts as a buckler but gives +1 armour save. In addition, you do not have to roll for drowning if the Hero falls into the water for this shield.
10 - 11 Armour of the Swamp Drake
This suit of armour is made of the hide of an elusive Swamp Drake. Some explorers make it their life’s work to hunt these rare beasts down for their skins. It is so light that it actually makes the wearer float in water.
This suit of armour counts as heavy armour but doesn’t suffer from penalties for being in Lustria. In addition, if the warrior wearing the armour falls into water, he doesn’t have to test to see if he drowns for wearing armour.
11 - 12 Chameleon Skink Skin
Chameleon Skinks are a dying race that are about the same size as Skinks but have skin like a chameleon which changes to match its surroundings. The skins of dead Chameleon Skinks are very valuable as they offer protection as well as camouflage.
This skin can be worn by a Hero and gives him a 6+ unmodified armour save. The armour still offers no save from weapons that allow no save. Also, the Hero has the Infiltration skill. In addition, enemies may only spot Hidden models wearing a Chameleon Skink Skin at half their Initiative value.
13 Staff of Sotec
This staff is shaped like a snake and at the end branches off into two heads. After a bit of work, most magic users learn to channel excess magic into powerful enchanted poison that can destroy even the toughest opponents.
This staff counts as a club and may be used by a magic user. In addition to normal club rules, it may be shot in the shooting phase. It has a range of 6” and hits on the D6 roll of 3+. It has a strength of 5, but if the target is immune to poison then the Strength is only 2.
14 - 15 Water of Eternal Youth
In a small pouch on a dead Amazon’s body you find some Water of Eternal Youth. This rare item can cure even the most powerful illness: time.
This vial of water may be drunk by a Hero who went out of action at the end of a battle. That Hero doesn’t have to roll on the serious injury table. One use only.
16 Statue of Sotec
This is one of a few very rare statues of Sotek, that were hand crafted from gold, and encrusted with many gems. The Lizardmen see this as a type of Holy Icon.
This statue may be carried by any Hero. It makes all Skinks enraged with jealousy that the Hero has such a holy artifact, although they will be extra careful not to destroy it. All Skinks strike last against the bearer of the Statue of Sotec, and no Skink Shaman will cast an offensive spell that will affect the bearer. All Skinks in an enemy warband hate all members of the warband other than the bearer of the statue. If the bearer gets taken out of action by an enemy Skink, the Statue of Sotec will be lost. Lizardmen warbands may re-roll this artifact.
17 - 18 Blood Blade
Witch Elves often carry blades that have been dipped in special blood cauldrons. These magical blades have the power to drain the very life force of a victim and transfer it to the person wielding the sword.
This sword can be wielded by any Hero except for any of the High Elf race. If the Hero wounds an enemy who fails his armour save, the Hero gains a wound. If this brings the Hero to more wounds than his maximum number, roll a D6. On a 4+, the Hero still gains a wound.
19 Cold One Armour
This cloak is made of the skin of a large Cold One. Although Cold Ones are very common in the jungles of Lustria, Cold One armour is rare because the Cold One that supplies the skin must be enormous to provide the appropriate protection.
This suit of heavy armour may be worn by any Hero who can normally wear heavy armour. It provides a 5+ save. In addition, the save can never be worse than 6+.
20 Stegadon Armour
Lizardmen are very adept at using the exceptionally tough leathery hide of the massive Stegadon and fashioning armour from it.
This armour counts as a suit of heavy armour and a helmet and may be worn by any Hero who can normally wear armour and has at least 4 Strength. It gives its model a 4+ save and a 4+ save against being stunned, just like a normal helmet. It can be used with a shield.
21 - 23 Elven Greatsword
Only the best Swordsmen of Hoeth are given these majestic weapons. These weapons are so well balanced that they can even be used to parry attacks effectively.
This sword may be carried by any Hero with a Strength of at least 3. It is a double-handed sword that may Parry.
24 Spider Amulet
While searching the remains of a group of Forest Goblin warband, the Hero notices a small, black jewel in a necklace on a Goblin Shaman. This amulet gifts the wearer with uncanny abilities making him immune to almost all poisons.
This amulet may be worn by any Hero. It makes its bearer immune to all poisons.
Major Artifacts
(Roll 4D6)
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4 Dagger of Sotec
This dagger was found surrounded by rat skulls and severed tails. When it is near Skaven, it starts to glow.
Wounds on a 2+. Does critical hits against Skaven on a 5 or a 6. The bearer does not have to make All Alone tests against Skaven.
5 The Ring of Undeath
This ring was created by one of Luthor Harkon’s most powerful Necromancers from the Vampire Coast in order to protect himself from the furious Lizardmen. The ring has the power to mend the worst damage, even otherwise fatal wounds.
Any Hero can wear the Ring of Undeath except High Elves. Any Hero that goes Out-of-Action in a game may re-roll his injury after the battle if he wishes, but the second counts, even if it’s worse.
6 Boots of the Golden Terradon
There once was a giant golden Terradon that terrorised an ancient Lizardman city. Eventually the Terradon was killed by a Skink Hero and a Mage-Priest immediately cast a spell to preserve the skin between the wings, which were given to the Skink. The Skink made boots out of the skin which seem to make whoever wears them feel lighter than air.
These boots may be worn by any Hero and allow him to move over any terrain without penalty. In addition, the warrior gains the leap skill.
7 Star Tablet
This ancient map was created by one of the ancient Slann to navigate Lustria. It uses the stars to help guide anyone through the dense undergrowth of the continent.
Although it may be difficult for warriors of today, it can help show a warrior where they might find some very important locations.
The Hero with the Star Tablet never rolls on exploration when he stays in action after a battle. Instead, he may duplicate one of the other rolls made by one of the other Heroes. For example, if you have 4 Heroes who didn’t go out of action last game, and one has a star map, and you won last game, roll 4D6. If you rolled a 1, a 2, and two 4’s, then you may get another 1, 2, or 4. If he is the only hero that didn’t go out of action last battle, he rolls as normal.
8 Helmet of the Anvil
A Dwarf Smith who often lost bar fights created this diamond hard helmet. It was a very successful creation, as he didn’t have a lump on his head for years, but he eventually died when he got his head (and helmet) stuck in a beer barrel and drowned.
This helmet may be worn by any Hero allowed to wear armour. It offers the normal benefits of wearing a helmet as well as a special save of 2+ against bludgeoning weapons.
9 Plaque of Xoloc
This plaque is dedicated to the Lizardman god Xoloc and has powerful runes on it that allow wizards to store power that can be unleashed later, when they need it the most.
This plaque may be carried by a wizard. Once during a battle, the magic user may cast one of his spells automatically.
10 Plaque of Tepec
The Plaque of Tepec has special Slann writing on it that teaches anyone who can read it how to intercept hostile magic and dispel it.
This plaque may be carried by a wizard. Each time that your opponent casts a spell, roll a D6. If you roll a 5 or a 6, then your opponent’s spell has been dispelled and has no effect.
11 Circlet of the Slann
This Circlet imbues the user with the amphibious nature of the Slann.
This circlet may be carried by any Hero. The Hero gains the aquatic ability and may move double through water. In addition, any opponent who wants to charge or shoot at the hero while he is in water must roll a 4+ on a D6 to perform the action. Lizardmen may re-roll this result.
12 Plaque of Fate
On this plaque is written all that has happened and all that is yet to come. A warrior with this plaque has a large advantage as he can see what will happen and plan for it, allowing him to be extra careful during a battle.
This plaque may be carried by any Hero. During the battle, the Hero may re-roll one roll per turn.
13 Cloak of Feathers
This cloak is made of beautiful feathers from many of the tropical birds that inhabit Lustria. It gives the person wearing it extra quick reflexes, allowing him to escape possibly fatal confrontations.
This cloak may be worn by any Hero and allows him to leave combat automatically during his movement phase. Treat him as not being in combat. He may not leave combat and charge the same model that he was fighting at the beginning of the turn. It also gives a +1 armour save against missile weapons. May be worn with other armour.
14 Shield of Teeth
A powerful Dwarf Runesmith created this shield, but the Dwarf was touched by the power of Chaos and went insane while making it. He took it to a powerful warlock who cast a curse on it which made it living. Now it can bite at enemies and has a seemingly unlimited appetite.
This shield may be used by any Hero. It gives its bearer a +2 armour save. On the armour save roll of 6, roll to hit with a special shield attack. If the attack hits, the shield eats the weapon your opponent was using. It is lost permanently.
15 Sword of Rage
This is a famed Norse-forged weapon that was part of Losterikkson’s entourage that got lost in Lustria all those years ago.
This sword may be used by any Hero. The user is affected by the rules for Frenzy. When in hand-to-hand combat, if a 6 is rolled to hit, you get an extra attack. You may continue to do this until a 6 is not rolled. If a 1 is rolled to hit, then the sword strikes its bearer. Roll to wound as normal.
16 Star Ruby
The origins of this enigmatic magic artifact have been lost over the centuries, suffice to say that it is extremely old and very valuable. The stone was blessed with great insight from the gods.
This jewel may be carried by any Hero and lets the Hero find hidden models at double normal range. In addition, the warrior may re-roll any roll before, during, or after every battle, and on a 4+, he may re-roll another and on a 5+, etc he may keep going till he fails.
17 Pendant of the Old Ones
With the arrival of the Old Ones to the world they gave many gifts. One of these gifts was a pendant in the shape of a terradon, blessed with the power of teleportation.
This pendant may be worn by any Hero and allows the Hero to teleport anywhere on the battlefield once during each game during his movement phase. If he teleports into contact with an enemy, he counts as charging.
18 Plaque of the Old Ones
This is one of many plaques that depict the ways of the Old Ones, and how to invoke their powers.
This plaque may be used by any Hero with the Arcane Lore skill. It allows him to use Lizardmen magic with a +1 difficulty penalty. The Hero starts with one spell and may gain new ones, or upgrade old ones, just like a normal wizard.
19 Spider Staff
This is a wooden staff with a spider skeleton strapped to the end. Spiders seem to be afraid of this seemingly weak stick.
This staff, which counts as a club, can be carried by any Hero. When the bearer is wielding it no spiders will charge him and if he charges any spiders they will automatically flee as if they failed an All Alone test. Also, the bearer may reroll all failed climb rolls once.
20 Emerald of the Moon
While searching a long dead corpse of a Dark Elf adventurer your hero found a small yellow gem. When placed on a weapon, it makes that weapon much sharper and more dangerous.
This gem may be placed in any of the following hand-to-hand weapons, but once placed, it will not be able to be removed. It may be placed on: a dagger, an axe, a spear, a sword, a halberd, or a double-handed weapon. The weapon is permanently covered in Black Lotus poison.
21 Plague Sword
Found on the body of a dead Skaven Plague Monk, this sword oozes with disease.
This double-handed sword may be carried by any Hero except for High Elves. If an enemy receives a wound from the Plague Sword, he must make a disease roll after the battle. For every other wound to the same enemy, he must -1 to his disease roll. For example, if an enemy takes 3 wounds from the plague sword, he must make a disease roll, even if he doesn’t search for treasure, and suffers a -2 penalty to that roll.
22 The Spell Crown of Dusk
These delicate silver headbands are made by powerful High Elf Mages at the Tower of Hoeth, to help lesser mages remember the spells they have been taught.
It grants the wearer the use of a randomly determined High Elf spell once per game and successfully casts with a straight roll against the Leadership of the wearer. If the bearer is a wizard, they may cast their spell in addition to this one.
23 Berserker Helm
This helmet was once a great Norse Berserk’s. This Berserk’s unreasoning rage was so powerful that some of it seeped into the helmet, giving the wearer of the helmet some of that rage.
This helmet may be worn by any Hero who can wear armour. The Hero becomes Frenzied and immune to being Stunned. In addition, if the Hero gets knocked down, he continues to be Frenzied for D6 more turns.
24 Crimson Armour of the Blood Dragon
This is a suit of heavy armour that was made for one of the Vampire Luthor Harkon’s thralls and was lost in a great battle many years ago in the southern part of the continent. This potent weapon was forged in the fires of an ancient lava bed that lies in the centre of one of the Marks of the Old Ones. It gets its power from the ley lines that permeate the continent.
This heavy armour may be worn by any Hero. The armour gives a 5+ save, movement is not modified for having a shield and this armour, and spell casters may still cast spells while wearing it.