Let's just open everyone's inventories...
Name: Throg G'Nflor
Wounds: 7/19
Move: 4
Weapon Skill: 4
Ballistic Skill: 5+
Strength: 3
Toughness: 3(5)(if Sword of Defiance is equipped, then 8)
Initiative: 3
Attacks: 1
Damage: 1D6
Pinning: 5+
Luck: 0
Willpower: 2
Gold: 3,418
Items:
*Currently embedded in wall of Chaos Temple - Axe of Mighty Striking (Chaos artefact): Once per adventure, this weapon will cause 8D6 damage. Toughness and armour may be deducted as normal. The Chaos Warrior must state he is going to make this special attack before he rolls to hit. If he misses, the attack is wasted. At other times the axe causes normal damage (1D6+3), though it does still count as being magical. Worth 0 gold (Chaos artefact).
*Equipped - Lantern: Light source. Worth 0 gold.
*Equipped - Bladed Boots: Allow for a single kick attack per turn at -1 to hit and +1 Strength. Worth 200 gold.
*Equipped - Light Armour: +2 toughness. Worth 350 gold.
*Equipped - Warhelm: +2 toughness against blows to the head.
*Equipped - Amulet of Charadris: Undead monsters adjacent to the wearer regenerate at half their normal rate (rounded down). Worth 300 gold.
Chalice of Night (Chaos artefact): Roll a D6 at the start of each adventure. This is the number of Attacks that will hit automatically this adventure. The Chaos Warrior may choose which attacks hit automatically. Worth 0 gold (Chaos artefact). *3 use left for this adventure.
Dawnstone: Can be used to resurrect someone once. Worth 500 gold.
*Equipped - Sword of Defiance: +3 toughness when wielded. Worth 600 gold.
Healing Potion: Restores 1D6+2 Wounds.
Poison: Enough for six uses on weapons. Deals 1D6+2 Wounds.
Potion of Toughness: +1 Toughness for 1 turn (roll a D6, if 6, then the bonus applies for the rest of the adventure).
Berserker Sword: +1 to Berserk ability roll (Barbarian only). Worth 250 gold.
Lyre: Worth more gold in larger settlements.
Skabnoze's Book: Mostly illegible. Worth 0 gold.
Fireball Scoll: Magic-using characters only. Worth 20 gold.
Key to Secret door in Karak Azgal. Worth 0 gold.
Candle: Light source for 2D6 turns. Worth 0 gold.
Tinderbox. Worth 1 gold.
Potion of Pain: Ignores damage from a single blow that would otherwise be fatal and restores 2D6 Wounds. Worth 300 gold.
Special abilities:
Mark of Chaos: Emblazoned on the Chaos Warrior's flesh, it allows him to re-roll one outcome per adventure (it may be used outside adventures as well if it was not used in the previous adventure).
Poisonous Bite: Once per turn, the Chaos Warrior may make a special bite attack, in addition to his normal attacks. The bite attack is at -1 to hit, and causes 2 Wounds, with no modifiers.
Name: Kelgar
Wounds: 14/14
Move: 4
Weapon Skill: 2
Ballistic Skill: 5+
Strength: 3
Toughness: 3(4)
Initiative: 2
Attacks: 1
Damage: 1D6
Pinning: 4+
Luck: 0
Willpower: 3
Gold: 5,453
Items:
*Equipped - Warhammer: (1D6 + Strength damage, an additional 1D6 if to-hit roll is a natural 6). Worth 100 gold.
*Equipped - Ornate Breastplate: +1 toughness. Cannot be sold.
*Equipped - Ornate Helm: +1 toughness against blows to the head. Cannot be sold.
*Equipped - Holy Book of Sigmar: Used to cast blessings. Cannot be sold.
*Equipped - Ring of Jade: This ring is reputed to contain a fragment of the Grand Theogonst's Jade Griffon, and to hold the power of healing within it.
Whether this is true or not the magic of the ring seems to work. At the end of each turn, if the Priest is not on zero Wounds or dead, then the ring has a chance of healing him and any Warriors who are standing in adjacent squares.
The Priest should roll 3D6. If he scores a double, he may heal a number of Wounds equal to the total of the doubles rolled. So for example. if he scores a double 4, then he may heal 8 Wounds. If he rolls three numbers the same, it still counts as a double.
The Wounds are shared out between the Warrior Priest and any Warriors in adjacent squares to him as the Priest sees fit, with the limitation that all the points of healing from a single dice must be spent on a single Warrior. The Priest should nominate who he is going to heal before he rolls the dice. The Priest could take all the Wounds himself, give them all to another Warrior, or share them out between two Warriors, for instance. The Priest gets 5 gold for every Wound he heals on another Warrior (this is not deducted from the other Warrior's gold, but is a measure of the Priest's healing efforts).
If the Priest rolls a double 1, then the ring is drained for that turn and works in reverse to revitalise itself. Each Warrior nominated for healing suffers 2 Wounds, with no deductions at all. The Priest may use the Ring of Jade once per turn.
Cannot be sold.
*Equipped - Ring of Command: Currently +1 Strength if to-hit roll is 6. Bonus changes with level. Cannot be sold.
Invisibility Spell Scroll: One use. Worth 200 gold.
Lute: Worth more gold in larger settlements.
Special abilities:
Each turn, the Warrior Priest may attempt to cast one blessing on himself or another Warrior. He rolls 1D6 and adds this to the power phase roll for the turn. If this is equal to or higher than the power required for the blessing (which is 7 for all of the initial blessings in the Holy Book), the blessing succeeds. If the Warrior Priest's blessing roll is a 1, the attempt automatically fails. The Priest begins with these blessings already written in his Holy Book...
Scourge of Chaos: As the Priest reads aloud the words from his leather-bound tome, the Warriors feel their swords strike their foes with unprecedented accuracy and precision. The chosen Warrior's Attacks for the turn are all at +1 to hit as his hand is guided by the power of Sigmar.
Call of the Brave: The Warriors' blows miraculously hit their targets despite the Monsters' best efforts to avoid them. The chosen Warrior may re-roll a single Attack which misses this turn.
Vanquish: The power of Sigmar surges through the Warriors, who redouble their attacks upon the enemy. The chosen Warrior gains an extra Attack this turn.
Healing Touch: Healing power infuses the the Priest and he imparts the effects of this power with a single touch. The chosen Warrior is healed of 2D6 Wounds.
Attempting a blessing does not stop the Warrior Priest from carrying out any other actions, such as moving and fighting.
Name: Carrow Darkweald
Wounds: 14/14
Move: 4
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 3(4)
Initiative: 6
Attacks: 1
Damage: 1D6
Pinning: Auto
Luck: 0
Willpower: 2
Gold: 3,337
Items:
*Equipped - Sword of Hoeth: When using, roll 1D6. On a 1, the Warrior trips and falls over and loses all attacks for the turn. On a 5 or 6, he gains double attacks. Worth 750 gold.
*Equipped - Eltharion's Bow: +1 to hit (1D6 + 3 damage). Worth 200 gold.
*Equipped - Elf Helm: +1 Toughness (against all blows). If a blow strikes the head, roll 1D6. On a 1, the helm is destroyed, on a 2-4 the blow is resolved as normal, and on a 5-6 the blow is deflected and does no damage. Worth 750 gold.
*Equipped - Hip Quiver: 5/30 arrows. Cannot be sold.
*Equipped - Shoulder Quiver: 30/30 arrows. Cannot be sold.
*Equipped - Invisibility Ring: Once turn per adventure can turn invisible, still able to fight, cannot be pinned, cannot be attacked or the target of spells. Worth 175 gold.
Healing Potion: Full restoration. One use. Worth 0 gold.
Bow: 1D6 + 3 damage. Worth 20 gold.
Sword (1D6 + Strength). Worth 15 gold.
Provisions: 7
Potion of Strength: +1 Strength for 1 turn (roll a D6, if 6, the bonus applies for the rest of the adventure).
Flute: worth more gold in larger settlements.
Horn of Shielding: Can be blown once per adventure to give the entire party a shield that deflects all hits against them that do not score a natural 6 to hit for one turn. Worth 500 gold.
Blade of Couronne: Undead monsters adjacent to the wielder lose 1 Wound at the end of each turn, which cannot be regenerated. Worth 300 gold.
Special abilities:
Dodge. Whenever an attack would hit the Elf, he attempts to dodge it, rolling 1D6. If he rolls 6, he successfully dodges the attack and takes no damage.