Here are some revisions:
Pick the cards from the treasure deck, so there is an easy reference, and to reduce chances of item-overload:

Revised magic mushroom, with new "hallucination" effect (feel free to roleplay what happens during that missed turn


Pitchfork with unique ability! It's a decent starting weapon, and has a feature to give it a utility use throughout the game. I plan on including this in the artifact deck, since my Armory board is already complete, and a pitchfork for sale is superfluous, but right at home in the hands of a farmer(or found lying among the remains of a slain villager!):

Art from Gary Chalk and his work on Bloodbath at Orc's Drift! (note: I had considered naming this something like "Grandpa's Pitchfork" to give it that heirloom-artifact feeling)
And the alchemist! Decided to drop the copy potion ability in favor of an automatic alchemist fire per Quest. Also drawn from the treasure deck to reduce item overload:

And here's the Alchemist's Fire, it can be deadly to the user too!

And lastly, this is a card from my Realm deck, which is made up of 25 different cards that the heroes can draw from before each Quest. This one in particular mirrors a random event from Advanced Heroquest, and imposes a penalty on those who hope to hoarde Alchemist's fire! Still, the penalty isn't that harsh for the alchemist considering the gold he saves brewing his potions at half price:

edit: just found a suitable figure for the Farmer. There is even a torch available in the custom Armory for him to get unruly with

