Section 4
This 1's info on his completed first 2 adventures and almost completed 2-in-1 that's Adventures 3 and 4
And
The GM is also working on create A Fighting Fantasy Version of Lone Wolf Book 29/Storms over Chia, that he hopes to have ready for me and him can play do on The 25th anniversary of when I first became A Fan of The Fighting Fantasy Series but that's less then 2 weeks away(The 8/6/2,020 is less then 12 full days away) he's admitted that it likely won't happen
The adventures
1st
Name
Warlock of Firetop Mountain
After defeating Zagor The GM let me retrace my steps and get more Monsters
And
Sadly the only(?) extra loot I got was The 25 Tiny Moonstones worth 1 Gold Coins each, 12 Very Small very high Quality Crystal Birds that are worth 15 Gold Coins each that where added to The Vampires Tomb by The GM
Foes defeated and/or killed
28 Orcs, 16 Goblins, 8 Zombies, 8 Skeletons, 4 regular Dwarfs, 4 Trolls, 4 crooked Shop Keepers, 3 large Mice, 2 Deamonic Imps, 1 Large Snake, 1 Orc Chieftain, 1 Iron Cyclops, 1 Wererat Boatmen, 1 Crocodile, 1 Swarm of Piranhas, 1 Hellhound, 1 Weretiger, 1 Ghoul, 1 Minotaur, 1 Iron Cyclops, 1 Dwarfern Leader of Noble Blood, 1 group of 3 Giant Bats, The Maze Master, Zagors pet Dragon, Zagor Himself, 1 Old Man, 1 Vampire and 1 Wight
Foes gotten via Zagors Spellbook
Former members of Zagors Army
Regular’s
20 Skill 7 and Stamina 8 Orcs, 12 Skill 6 and Stamina 7 Goblins, 10 Skill 6 and Stamina 7 Animated Hands, 8 Skill 5 and Stamina 6 Zombies, 4 Skill 8 and Stamina 9 regular Dwarfs, 4 Skill 8 and Stamina 10 Trolls, 4 Skill 8 and Stamina 9 crooked Shop Keepers, 4 Skill 7 and Stamina 7 Skeletons, 3 Skill 7 and Stamina 4 Gremlins, 3 Skill 7 and Stamina 8 Large Mice, 2 Skill 6 and Stamina 7 Goblin Torturers, 2 Skill 9 and Stamina 10 Barbarians, 2 Skill 7 and Stamina 8 Cave Men, 2 Skill 9 and Stamina 12 Cave Trolls, 1 Skill 6 and Stamina 7 Small Snake, 1 Skill 8 and Stamina 9 Large Snake, 1 Skill 8 and Stamina 9 Barbarian, 1 Skill 8 and Stamina 9 Animated Rope that attacks by wrapping round your neck and choking the person it attacks, 1 Skill 9 and Stamina 10 Giant Sandworm, 1 Skill 7 and Stamina 8 Wererat, Skill 11 and Stamina 11 Giant Crocodile, 1 Skill 8 and Stamina 9 Ghoul and 1 group of 3 Giant Bats with group stats of 1 Skill 8 and Stamina 8
Elite’s
1 Skill 8 and Stamina 9 very minor regular Giant, 1 Skill 8, Stamina 8 and Luck 5 Lesser Ogre, 1 Skill 9 and Stamina 10 Orc Chieftain, 1 Skill 10 and Stamina 11 Very Large Iron Cyclops, 1 Skill 11 and Stamina 12 massive Cave Giant, 1 Skill 11 and Stamina 13 unique Vampire that’s not affected by Sunlight, 1 Skill 9 and Stamina 10 Hellhound, 1 Skill 11 and Stamina 12 Weretiger, 1 Skill 11 and Stamina 12 Wight, 1 Skill 10 and Stamina 11 Minotaur, 1 Skill 11 and Stamina 12 Dwarfern Leader of Noble Blood, The Skill 11 and Stamina 11 Maze Master and Zagors Skill 12 and Stamina 13 pet Dragon
Treasure and/or stuff of use
Not from Zagors Treasure Chamber
Stuff of worth and The 550 Gold Coins worth of very poor quality temple decorations, The 25 Tiny Moonstones worth 1 Gold Coins each and The 12 Very Small very high Quality Crystal Birds that are worth 15 Gold Coins each where added to The Vampires Tomb by The GM
550 Gold Coins worth of very poor quality temple decorations, 271 Gold Coins, 25 Tiny Moonstones worth 1 Gold Coins each, 12 Very Small very high Quality Crystal Birds that are worth 15 Gold Coins each, 2 Tiny Earrings worth 3 Gold Coins each, 1 Chisel with A Solid Silver Blade can be used to try to stake and kill A Vampire worth 60 Gold Coins, 1 large black silk glove worth 40 Gold Coins, and 1 large very good quality Iron box worth 35 Gold Coins
Other stuff
Official
1 set of 4 now useless Keys, 1 Shield -isn’t magical but gives +1 Skill cos of its quality, 1 large Rowboat -no rules, 1 Wooden Mallet with 5 stumps of sharpened wood -can be used to try to stake and kill A Vampire, 1 Mallet -can be used for breaking and/or smashing things, 1 Wooden Cross -can be used to at least delay A attack by A Vampire, 1 large lump of cheese -worth 2 meals, standard rules, 1 jar that holds 2 meals worth of pickled eggs and 1 Y-Shaped Stick -no rules
1’s The GM added
1 set of mining tools -no rules, 1 set of boat building tools -no rules, 1 set of tunnel making tools -no rules, 1 set of construction tools -no rules
Magical stuff
1 potion of Strength
Restores Stamina to full
The Eye of The Cyclops
It’s a Massive Diamond worth 1,700 Gold and its light causes instant death in Zagor
1 Magic Sword
Gives +2 Skill
1 potion of Invisibility
For 1 Fight I gain +3 Skill, do +1 damage and take -1 damage
The Chests contents
1,360 Gold Coins, 690 Gold Coins worth of jewels, 520 Gold Coins worth of Jewellery, 9 Gold Teeth worth 5 Gold Coins each, 3 potions of stamina –all 3 bottles of potion of stamina each holds 1 dose and all 3x1 or 3 doses all restore the drinkers Stamina to full, 3 magic knives -can each be used once per adventure and auto-hit for 2 damage, 1 Magic Mace -gives +1 Skill and +1 damage, 1 Magic Shield -gives +1 Skill, 1 Magic Chalice -instantly cures me of any and all poisons that effect me and 1 Pouch of Plenty -gives me 4D6+2 Gold Coins per adventure and 1 2-dose potion of Invisibility -for 1 Fight I gain +3 Skill, do +1 damage and take -1 damage
Also
I also got Zagors 3, not just 1, Books of Arts, these are he adventures real-prize and this gives me complete control of the now mindless soldiers that used to serve Zagor and from them I get loads of Skills and Spells
And
Also from them I also get 2 Spells The GM put in, The 1st of them lets my character control everything in Firetop Mountain and The 2nd of them lets my character mentally enslave a absolute minimum, so on very rare occasions more, up to 5 monsters and/or enemies per adventure whose intelligence is less then his, and up to 1 Human or sentient human of up to his intelligence and with how high my character intelligence that is a lot if possible
Also
It took me from age 17 to age 26 or a period of aging 10 years to have my character teach himself how to use, control, benefit from and gain from GM made and/or modified Scholastic Versions of The following AFF Spells and Skills
Spells
Death/10 SC, Assassins Dagger/8 SC, Banish Undead/6 SC, Cockroach/6 SC, Teleport/6 SC, Wall of Power/6 SC, All Heal/4 SC, Arrow Snake/4 SC, Elemental Control -all 4/4 SC each, Grand Illusion/4 SC, Invisibility/4 SC, Lighting Blast/4 SC, Weather Control /4, Darksee/2 SC, ESP/2 SC, Dog/2 SC, Force Bolt/2 SC, Sentry /2, Sleep/2 SC, Strong-Arm/2 SC, Summon/2 SC, Befuddle/1 SC, Fire Bolt/1 SC, Ignite/1 SC, Ironhand/1 SC, Open/1 SC, Peace/1 SC, Stamina/1 SC, Thunder/1, Ward/1 SC and Weakness/1 SC
Skills
Magic Spells +4, Weapons -Longbow and Sword both +4, Con +3, Mounted Combat +3, Bargain +2 Disguise +2, Handle Vehicle’s -Coach +2, Languages –Hill Giant, Hill Troll and Orc all +1, Law +2, Mounted Combat +2, Pick Pocket +2, Stealth +2, Climb +1, Excellent Hearing +1, Excellent Vision +1, Healing +1, Leadership +1, Ride +1, Swim +1 and Unarmed Combat +1
Also
From them I also get 2 Spells The GM put in, The 1st of them lets my character control everything in Firetop Mountain and The 2nd of them lets my character mentally enslave up to 5 monsters and/or enemies per adventure whose intelligence is less then his and with how high my character intelligence that is a lot
And
After every adventure I’m also using The Summon +Stamina Spells combi to get back everything that I ate, drank, used, lost, consumed, had stolen from my or otherwise no longer have on me that I acquired either in that adventure or a prior 1
Reward from The Villagers threatened by Zagors Evil
1 very large very good quality Farm that is worth 670 Gold Coins that rents for 67 Gold Coins per year/4 adventures and that’s since the campaign started and not since I got it
2nd
Port of Peril
Foes bested and/or killed
1,488 Skeletons that where destroyed when I killed Zinbar Bone, 6 Outlaws, 3 Man Orcs, 3 Hill Trolls, 3 Blue Imps, 3 Gronks, 3 Dark Elves, 2 Wild Hill Men, 1 Child Thief, 1 Ogre Bodyguard who is A Ex Soldier, 1 Zombie, 1 Warhawk, 1 Giant Centipede, The Chaos Warrior Krssh, 1 Imperial Guard Type Troll, 1 Large Swarm of Deamonic Flies, 1 Quag-Shuggath Type Greater Deamon and Zinbar Bone himself
The up to 5 Foes of at best Semi-Sentience and a maximum of 1 can be a sentient foe of lesser intelligence, such as A Regular Outlaw recruited via Zagors Book of Arts
1 Skill 9, Stamina 9 and Luck 5 Ogre Bodyguard who is A Ex Soldier, 1 Skill 8 and Stamina 8 Greater Zombie, 1 Skill 9 and Stamina 9 Hill Troll, 1 Skill 7, Stamina 8 and Luck 7 Outlaw, 1 Skill 9 and Stamina 11 Troll Guardsmen and 1 Skill 9 and Stamina 11 Large Swarm of Deamonic Flies
Permanent Allies Recruited
2 Skill 8, Stamina 7 and Luck 7 Ex Outlaws, 1 Skill 6, Stamina 5 and Luck 8 Child Thief, Hasaan -she is A Skill 11, Stamina 13 and Luck 9 Ninja, Biglegs -he is A Skill 10, Stamina 8 and Luck 8 Dwarf Warrior, Bignose -he is A Skill 10, Stamina 8 and Luck 8 Dwarf Warrior, Gurnard Jaggle -he is A Skill 10, Stamina 8 and Luck 8 Ex Adventurer, 1 Skill 8, Stamina 7 and Luck 7 Seamen and 1 Skill 9, Stamina 8 and Luck 9 Ships Officer
Loot
Weapons
1 large wooden club -same as A +1 Sword but isn’t magical, 1 large knife -standard rules, 1 Hand Axe -has to be thrown, hits on A 11 or less and if it hits my target takes 2 damage, 1 Bow with 6 Arrows, can only be used at the start of a fight, hits on A 11 or less and if it hits my target takes 2 damage and 1 Flintlock Pistol -it can be used twice per adventure, can only be used at the start of a fight, hits on A 11 or less and if it hits my target takes 2 damage
Armour
1 Suit of Chainmail Armour -gives me +1 Skill and at The GM’s discretion has other effects but only whilst worn, 1 small Shield -gives me +1 Skill but only whilst worn, 1 Chainmail Vest -gives me +1 Skill but only whilst worn, 1 Large Shield -gives me +1 Skill but only whilst worn and 1 Large Helmet -lets me ignore almost all blows to the head but only whilst worn
Stuff of use
6 Fishing Baskets -no rules, 1 bottle of Brown Oil -it is a cure for the otherwise nearly always fatal bite of A Yellowback Snake that works by drinking it, 1 bunch of keys -has a small chance to open any lock, 1 Arrowhead -no rules, 1 glass eye -no rules, 1 jar of Dried Flies -no rules, 1 jar of sheep’s eyeballs -no rules, 1 lump of Stikkle Wax -it is a cure for the otherwise nearly always fatal bite of A Gronk that works by rubbing it on the bite, 1 bag of Fish Hooks -no rules and 1 set of Flint and Tinder -rules given when needed
Herbs, plants, flowers and similar stuff
1 4-pound jar of Redthorn Leaf -no rules, 1 4-pound jar of Zanhoke Seeds -no rules and 1 4-pound jar of Lotus Flower -no rules
Useless stuff that my character starts with
1 ball of Twine, 1 Candle, 1 Small Brass Bell, 1 Oil Lantern, 1 Knive, 1 Piece of Chalk, 1 Brass Owl, 1 Length of Rope, 1 bag of Copper Nails, 1 Animal-Skin Water Flask and 1 Goblet Bearing A Unicorn Motif
Food
5 meals worth of bread, rabbit meat, water and hard-boiled eggs -standard rules, 3 meals worth of Tomatoes, White Bread and Water -standard rules, 3 meals worth of Honey and Brown Bread -standard rules, 3 very large pieces of Corn-Of-The-Cob -they are each worth 1 meal, standard rules, , 2 meals worth of blueberries -standard rules, 2 meals worth of apples and spiced cheese -standard rules, 1 Chunk of Bread -worth 1 meal, standard rules, 1 meal worth of Fish and Goats Milk -standard rules and 1 Large Rabbit -worth 1 meal, standard rules
Treasure
87 Gold Coins, 19 Copper Coins, 3 Silver Button’s worth 5 Gold Coins each, 3 high quality polished stones worth 3 Gold Coins each, 1 large good quality Ruby worth 440 Gold Coins, 1 Small High Quality Silver Box worth 200 Gold Coins, 1 large average quality Gold Ring worth 55 Gold Coins, 1 large very good quality Silver Earring worth 55 Gold Coins, 1 Small High Quality Silver Box worth 55 Gold Coins and 1 Small high quality Stone Pig worth 15 Gold Coins
Magical stuff
Weapons
1 Deamon Dagger -it gives +1 Skill and does +1 Damage VS most Foes, VS Greater Undead and all Deamons gives the wearer +4 Skill and can instant kill 1 Deamon per year, even A Greater and/or Unique Deamon and 1 Venom Dagger -it gives +1 Skill and does +1 Damage VS most Foes and VS Greater Undead and all Deamons gives the wearer +4 Skill
Armour or protective
1 pair of magical gauntlets -they give me +1 Skill but only whilst worn and 1 Large High Quality Magical Helmet -it gives me +1 Skill but only whilst worn
Items
1 Armband of Power -gives the user +1 Skill and +3 Stamina, 1 Ring of Fortune -changed by The GM to give me +2 Luck but only whilst worn, 1 pair of Elven Boots -they give me +1 Skill but only whilst worn, 1 Brass Compass -whilst worn I’ll never get lost, 1 Dragonfly Pendant -it will repel all insects, even Deamonic 1’s and 1 pair of Lucky Dice -changed by The GM so that whenever my character rolls dice, not just when gambling, I can modify the roll by up to +4
Potions
1 Potion of Power -changed by The GM so that it has to be drank at the start of a adventure and I get +2 Skill, +3 Stamina and +1 Luck that vanishes after the adventure
Reward
Regular
Yaztromo rewards me with the following
He gives me 2,000 Gold Coins, 2 potions of Hill Giant Strength -when drank my Stamina restores to full and for my next fight I gain +2 Skill and do +2 damage, 1 Magical 4 of Diamonds Playing Card -once per adventure summon 4 Diamonds worth 340 Gold Coins each that can only be used for bribery and if not used vanish after The adventure and his semi-sentinent Horse Stormheart younger twin brother Swift-Heart
And
I also persuade him to give me 44 meals worth of very high quality mushroom soup, vegetable stew, cheese, biscuits, sherry, cream cakes, pig meat, broths, eggs, beans, bacon, edible scraps, apples, blueberries, blueberry juices, nuts, dried fruits and nuts and cheese -standard rules, 11 bottles of Apple flavored Herbal Sherry -they all hold 2 doses that each restore 4 Stamina, 8 bottles of Blueberry Juice -they all hold 2 doses that each restore 1 Stamina and 6 bottles of Herbal Coco -they all hold 2 doses that each restore 4 Stamina
Land and/or property
For saving at least the entire continent of Allansia and possibly the entire world I get 2 area’s both of 20 acres of Poor Quality Rural Land, they both have 40 Rural Hovels on them, are both worth 4,500 Gold Coins and they both rent for 240 Gold Coins per year/4 adventures and that’s since the campaign started and not since I got them
Also
On the subject of Stormheart younger twin brother Swift-Heart he is a thoroughbred White Stallion type Horse with Super levels of speed, agility, cleverness, cunning, intellect, stamina and endurance, has A Near Human Level of Intelligence and at top speed he can do 88 miles in 54 minutes
Stat boosts
As all my Skill and Stamina stats are both maxed out I can only choose to raise my Stamina
That means that my character uses Yaztromo’s Power Increasing Spell to raise his Stamina by +4 or from 20 to 24
And
+1 Luck for drinking The Potion of Fortune that I started with
3rd and 4th
A 2-in-1 variant The GM made
The 1st part is a trek through The Shamutanti Hills/Sorcery Book 1, then treks throughout Khare/Sorcery Book 2 nicking stuff till I get to The North Gate, exiting it then using Teleport to return to The Start/The South Gate
I kept doing that until either I’d got bored or The GM ruled that The Khare Watch figured out what I was up to and I fled to avoid arrest
I hoped that before either I’d got bored or The GM ruled that The Khare Watch figured out what I was up to and I fled to avoid arrest that I’d be able to do at least 3 treks throughout Khare/Sorcery Book 2
Using The rules The GM decided to let my character be both A Wizard and A Warrior but to give them a chance to win made my foes a lot harder
And
Here is my stuff after 3 treks throughout Khare/Sorcery Book 2 and ended cos I’d got bored
Foes defeated and/or killed
In The 1 Sorcery Book 1 Variant Playthrough
2 Bandits, 1 Hoard of Bees, 1 Large Wolf Hound, 1 Wood Golem, 1 Troll Guard, 1 wandering killer and 1 Manticore
In total during The 3 Variants of Sorcery Book 2 Variant Playthroughs
2 Slime Eaters, 2 Harpies, 2 Ogres, 1 Flayer Cook, Cagou The Ogre, Vangorn The Murderer, 1 Iron Golem, The 6 Parts of 2 Living Corpse’s, 1 Barbarian, A 2nd Iron Golem, 1 Chain-Maker and A 3rd Iron Golem
Newly gained allies, but can be up to 7 in Book 1 and in Book 2 can be up to 5 but only 1 greater Allies per variant playthrough
Via Zagors Book of Arts in The 1 Sorcery Book 1 Variant playthrough
3 Skill 8, Stamina 8 and Luck 7 Bandits, 1 Skill 8 and Stamina 9 Wolfhound, 1 Skill 8 and Stamina 9 Animated Wood Golem, 1 Skill 9 and Stamina 10 Troll and 1 Skill 12 and Stamina 16 Manticore
Via Zagors Book of Arts in The 3 Sorcery Book 2 Variants playthroughs
2 Skill 8 and Stamina 9 Harpies, 1 Skill 8 and Stamina 9 Flayer, 1 Skill 9 and Stamina 8 Animated Paintbrush, 1 Skill 11 and Stamina 11 Giant Iron Golem, 1 Skill 9 and Luck 9 Slime Eater, 1 Skill 12 and Stamina 10 Iron Golem and 1 Skill 10, Stamina 10 and Luck 8 Barbarian
Willingly joined
2 Skill 8, Stamina 10 and Luck 7 Ex Khare Militia, Flanker -he is A Skill 9, Stamina 11 and Luck 8 Wondering Assassin-For-Hire, 1 Skill 8, Stamina 12 and Luck 8 Thief and Cagou -he is A Skill 10 and Stamina 13 Ogre and Chovor -he was named by The GM and is A Skill 10, Stamina 9 and Luck 8 Ex Soldier
Spell stuff
I know The Spells ZAP, FOF, LAW. DUM, HOT, WOK, RAZ, JIG, DUD, DOC, SAP, GOB, YOB, POP, ROK, FAL, FOG, KIN, GUM, SUS, RAP, ZAP, DOP, RES, KID, HUF and TEL and ingredients wise I have 10 Goblin Teeth, 3 Pebbles, 3 bottles of Blimberry Juice, 3 Gold Backed Mirrors, 2 Bamboo Flutes, 2 Giants Teeth, 1 dose of Beeswax, 1 Vial of Glue, 1 Wig of Green Hair, 1 massive Comb of Beeswax that has more in it then I could ever use, 1 Bracelet of Bone and 1 Leather Skull Cap
Stuff I get to keep
Weapons
1 High Quality Mace -worth x6 normal price, otherwise standard rules, 1 Scimitar -same as a sword, standard rules and 1 Bow with A Quiver of 6 Silver Tipped Arrows -1 or more can be fired before a fight, hit on A 11 or less, if 1 hits it does 2 damage and as they are silver tipped can harm wraiths, wights and specters
Armour
1 suit of regular Leather Armour -standard rules and 1 suit of high quality Leather Armour -worth x6 normal price, otherwise standard rules,
Equipment
2 Small Pouch’s -no rules, 2 high quality parchment Scrolls -no rules, 1 set of rugged Travelling Clothes -no rules, 1 Bottle of Essence of Bark -no rules, 1 5-pound bag of Spices used in Cooking -no rules, 1 high quality Tinderbox -worth x5 normal price, otherwise standard rules and 1 5-dose bottle of snake-bite venom -like I said holds 5 doses, rules given when/if needed
Herbs, plants and flowers
29 doses of A Herbal Narcotic -for 12 paragraphs after using the user gets +1 Skill in fights but -1 Skill for any other rolls against Skill and 1 5-pound bag of Herbs used in Cooking -no rules
Poisons
10 doses of Manticore Venom -for 1 fight per dose all my attacks do x3 normal damage and 1 dose of Super-Venom -has to be drank to take effect but if drank it will kill any Drinker other then 1 that is blessed by or favored by a god
Food
9 Meals worth of milk, cheese, eggs, beef and wine -standard rules, 8 meals each worth of Vegetables and meats -standard rules, 5 meals worth of Stews -standard rules, 5 meals worth of Broth and Rice -standard rules, 3 meals worth of Bristle-Beast Flesh and Vegetables -standard rules, 2 meals worth of preserved foods -standard rules and 1 meal worth of Honey -standard rules
Drink
4 1-pint bottles of ale -they all hold 2 doses worth that all restore 1D2+2 stamina, 4 1-pint bottles of Wine -they all hold 2 doses worth that all restore 1D2+2 stamina, 2 1-pint mugs of Super-Strong Ale -they all hold 2 doses, 1 or 2 doses drank in a hour will make you very merry and will restore 1D2+2 stamina but a 3rd will lay you out cold for at least 8 Hours and 1 1-pint bottle of milk -it holds 2 doses worth that both restore 1D2+2 stamina
Valuables
393 Gold Coins, 3 very large very high quality gold mirrors worth 500 Gold Coins each, 2 very large very high quality Leather Purses worth 65 Gold Coins each, 1 very large high quality leather collar set with 19 very small Green Gems worth 800 Gold Coins, 1 very large ring made of very high quality Silver worth 160 Gold Coins and 1 very large key made of very high quality copper worth 75 Gold Coins
Magical stuff
Weapons
2 Magical Explosive Darts -they can each be used once per adventure, they hit my foe/my target on A 11 or less on 2D6 and if they hit they hit the target with a mini sized minor explosive shock wave that does 2 Stamina worth of damage to my foe/my target and 1 Magical Self-Locking Chain -changed by The GM to only being useable once per adventure but lets me instantly trap any 1 normal and/or undead foe, which lets me kill him/her/it without a fight
Items
1 Ragnars Armband of Swordmaster -gives the user +2 Skill in combat, but only if he/she/it is fighting with some/any type of Sword, 1 Lucky Charm -whilst I have it on me whenever I test my luck I reduce the number rolled by -1, which together with my Luck of 15 with no modifiers or 17 with all modifiers guarantees that I’ll pass at least 4 luck tests per adventure with no modifiers or 4 luck tests per adventure with all modifiers, 1 magical large backpack -both added and created by The GM and no matter how much I put in it’ll never be full, never weigh a thing and never weigh a thing and 1 Magical Talismen -whenever I test my Luck I don’t deduct A Luck Point if I am unlucky
Potions
Regular
None
Added by The GM and which I Stole
2 of Healing -they both hold 1 dose and both doses restore The Drinkers Stamina to full, 1 of hair-loss -anyone who drinks it or had it poured over, thrown over or tipped over his/her/head will be completely bald for a year or 2 and 1 of Frost Giant Strength -restores The Drinkers Stamina to full and for his/her/its next full fight he/she/it fights at +2 Skill and does double damage
Update
For some unknown reason niether me nor my GM could sleep so we went on Face-Chat and spend roughly 73 of the last approximately 80 minutes finishing the 2-in-1 quest that was a combination adventures 3 and 4. Here's the full info on the 2-in-1 quest that was a combination adventures 3 and 4
3rd and 4th
A 2-in-1 variant The GM made
The 1st part is a trek through The Shamutanti Hills/Sorcery Book 1, then treks throughout Khare/Sorcery Book 2 nicking stuff till I get to The North Gate, exiting it then using Teleport to return to The Start/The South Gate
I kept doing that until either I’d got bored or The GM ruled that The Khare Watch figured out what I was up to and I fled to avoid arrest
I hoped that before either I’d got bored or The GM ruled that The Khare Watch figured out what I was up to and I fled to avoid arrest that I’d be able to do at least 3 treks throughout Khare/Sorcery Book 2
Using The rules The GM decided to let my character be both A Wizard and A Warrior but to give them a chance to win made my foes a lot harder
And
Here is my stuff after 3 treks throughout Khare/Sorcery Book 2 and ended cos I’d got bored
And
All in all from start to finish that took 12.4 real-life days or 5 treks throughout Khare/Sorcery Book 2 and ended cos I’d got bored
Foes defeated and/or killed
In The 1 Sorcery Book 1 Variant Playthrough
2 Bandits, 1 Hoard of Bees, 1 Large Wolf Hound, 1 Wood Golem, 1 Troll Guard, 1 wandering killer and 1 Manticore
In The 3 Variants of Sorcery Book 2 Variant Playthroughs
12 Child Red-Eyes, 8 harpies, 4 Slime Eaters, 2 Ogres, 2 Flayer Cooks, Cagou The Ogre, Vangorn The Murderer, 1 Iron Golem, The 6 Parts of 2 Living Corpse’s, 1 Barbarian, A 2nd Iron Golem, 1 Chain-Maker, A 3rd Iron Golem, A 2nd killer called Vangorn The Murderer, 1 semi-insane high priest of Slangg that I outwitted, A 4th Iron Golem and 1 Deathwraith
Newly gained allies, but can be up to 7 in Book 1 and in Book 2 can be up to 5 but only 1 greater Allies per variant playthrough
Via Zagors Book of Arts in The 1 Sorcery Book 1 Variant playthrough
2 Skill 8, Stamina 8 and Luck 7 Bandit, 1 Skill 8 and Stamina 9 Wolfhound, 1 Skill 8 and Stamina 9 Animated Wood Golem, 1 Skill 9 and Stamina 10 Troll and 1 Skill 12 and Stamina 16 Manticore
Via Zagors Book of Arts in The 3 Sorcery Book 2 Variants playthroughs
4 Skill 8 and Stamina 9 Harpies, 2 Skill 8 and Stamina 9 Flayers, 1 Skill 9 and Stamina 8 Animated Paintbrush, 1 Skill 11 and Stamina 11 Giant Iron Golem, 1 Skill 9 and Luck 9 Slime Eater, 1 Skill 12 and Stamina 10 Iron Golem, 1 Skill 10, Stamina 10 and Luck 8 Barbarian and Zuno -The Chainmaker that The GM gave A Name and has Skill 10, Stamina 10 and Luck 8 and 1 Mantis Man -may only have A Skill of 6, A Stamina of 6 and A Luck of 8 and doesn’t fight as such but at the start of A Fight roll 2D6 and on A 6 or less it gets A Instant kill
Willingly joined
5 Skill 6, Stamina 8 and Luck 9 Child Red Eyes that once per fight can use their hot eye gaze to hit 1 foe for 2D2+2 damage, 2 Skill 8, Stamina 10 and Luck 7 Ex Khare Militia, 2 Skill 9, Stamina 10 and Luck 7 Killers that are both called Vargon, Flanker -he is A Skill 9, Stamina 11 and Luck 8 Wondering Assassin-For-Hire, 1 Skill 8, Stamina 12 and Luck 8 Thief and Cagou -he was named by The GM and he is A Skill 10 and Stamina 13 Ogre and A Champion Fighter and Chovor -he was named by The GM and is A Skill 10, Stamina 9 and Luck 8 Ex Soldier
Spell stuff
1’s I know
ZAP, FOF, LAW. DUM, HOT, WOK, RAZ, JIG, DUD, DOC, SAP, GOB, YOB, POP, ROK, FAL, FOG, KIN, GUM, SUS, RAP, ZAP, DOP, RES, KID, HUF, NIF, TEL and GAK
Ingredients
69 Gold Coins, 16 Goblin Teeth, 6 Gold Backed Mirrors, 4 bottles of Blimberry Juice, 4 bottles of glue, 4 Pebbles, 3 vials of sand, 3 Giants Teeth, 2 Bamboo Flutes, 2 Wigs of Green Hair, 2 Bracelets of Bone, 1 dose of Beeswax, 1 Black Facemask, 1 massive Comb of Beeswax that has more in it then I could ever use and 1 Leather Skull Cap
Stuff I get to keep
Weapons
1 High Quality Mace -worth x6 normal price, otherwise standard rules, 1 Scimitar -same as a sword, standard rules and 1 Bow with A Quiver of 6 Silver Tipped Arrows -1 or more can be fired before a fight, hit on A 11 or less, if 1 hits it does 2 damage and as they are silver tipped can harm wraiths, Wights and specters
Armour
1 suit of regular Leather Armour -standard rules and 1 suit of high quality Leather Armour -worth x6 normal price, otherwise standard rules,
Equipment
2 Small Pouch’s -no rules, 2 high quality parchment Scrolls with stuff on that I don’t understand-no rules, 1 set of rugged Travelling Clothes -no rules, 1 Bottle of Essence of Bark -no rules, 1 5-pound bag of Spices used in Cooking -no rules, 1 high quality Tinderbox -worth x5 normal price, otherwise standard rules and 1 5-dose bottle of snake-bite venom -like I said holds 5 doses, rules given when/if needed
Herbs, plants and flowers
Regular
29 doses of A Herbal Narcotic -for 12 paragraphs after using the user gets +1 Skill in fights but -1 Skill for any other rolls against Skill and 1 5-pound bag of herbs used in Cooking -rules given if needed
Got with my Summon Organics Spell, which has A Stamina cost of 5
2 doses of Tiger Balm -if used after A fight in which I was wounded using a dose restores half The Stamina I lost, 2 Blade Bush Leaves -they are strong enough, sturdy enough and sharp enough to be used as a blade and 1 dose of Anti-Zombie -if used on A Zombie it is guaranteed to hit it and instantly kills it
Poisons
10 doses of Manticore Venom -for 1 fight per dose all my attacks do x3 normal damage and 2 4-dose bottle’s of Super-Venom -all 8 doses have to be drank to take effect but if drank it will kill any Drinker other then 1 that is blessed by or favored by a god
Food
9 Meals worth of milk, cheese, eggs, beef and wine -standard rules, 8 meals each worth of Vegetables and meats -standard rules, 5 meals worth of Stews -standard rules, 5 meals worth of Broth and Rice -standard rules, 3 meals worth of Bristle-Beast Flesh and Vegetables -standard rules, 2 meals worth of preserved foods -standard rules and 1 meal worth of Honey -standard rules
Drink
Regular
4 1-pint bottles of ale -they all hold 2 doses worth that all restore 1D2+2 stamina, 4 1-pint bottles of Wine -they all hold 2 doses worth that all restore 1D2+2 stamina, 2 1-pint mugs of Super-Strong Ale -they all hold 2 doses, 1 or 2 doses drank in a hour will make you very merry and will restore 1D2+2 stamina but a 3rd will lay you out cold for at least 8 Hours and 1 1-pint bottle of milk -it holds 2 doses worth that both restore 1D2+2 stamina
That I brewed with my Brew Beer +1 Skill
3 bottles of Beer that all hold 1-pint/2 doses and when drank every dose restores 4 Stamina
Valuables
601 Gold Coins, 6 very large very high quality gold mirrors worth 500 Gold Coins each, 2 very large very high quality Leather Purses worth 65 Gold Coins each, 1 very large high quality leather collar set with 19 very small Green Gems worth 800 Gold Coins, 1 very large ring made of very high quality Silver worth 160 Gold Coins and 1 very large key made of very high quality copper worth 75 Gold Coins
And
I use 4,500 of those 4,766 Gold Coins worth of stuff to have my character taught the following 2 Skill and 2 Spells that I made back when I was A GM and then I got all of the loot back with my Combi of Summon then Stamina
The 1st Spell I gain is Summon Organics, which has A Stamina cost of 5
Can be used once per adventure, when used summons either 2D3 doses of 1 or more of any organic things, Herbs for example, that are chosen by the caster or can be used to summon 3D3+15 Gold Coins worth of The very hard to find, but not yet Rare, Herb Saffron but theirs a chance that the stuff it summons will be registered as stolen
The 2nd Spell I gain is Summon Water, which has A Stamina cost of 2
Whenever I’m thirsty or want a drink I can use this to Summon Water, it doesn’t heal as such but sometimes it’ll stop me losing Stamina from Extreme Heat and if I have a empty bottle I can put some in 1 and if needed can again stop myself losing Stamina from Extreme Heat and do so without spending 2 Stamina to cast this spell
The 1st Skill I gain is Brew Beer, which I have at A Ability level of +1
Between adventures I can try and brew 1 lot of beer, will succeed on A roll of 10 or less on 2D6 and if I pass the roll then I make 1D2+1 bottles of Beer that all hold 1-pint/2 doses and when drank every dose restores 4 Stamina
The 2nd Skill I gain is Brew Lesser Potion, which I have at A Ability level of +1
Lets me brew Minor Potions but they won’t be ready until for 2 full adventures after I started making 1 and as a example of A Minor Potion A Very Lesser Potion of Fortune that only restores 1D6 Luck and doesn’t give you 1 point of permanent Luck
Other stuff got
Magical stuff
Weapons
2 Magical Explosive Darts -they can each be used once per adventure, they hit my foe/my target on A 11 or less on 2D6 and if they hit they hit the target with a mini sized minor explosive shock wave that does 2 Stamina worth of damage to my foe/my target and 1 Magical Self-Locking Chain -changed by The GM to only being useable once per adventure but lets me instantly trap any 1 normal and/or undead foe, which lets me kill him/her/it without a fight
Items
1 Ragnars Armband of Swordmastery -gives the user +2 Skill in combat, but only if he/she/it is fighting with some/any type of Sword, 1 Lucky Charm -whilst I have it on me whenever I test my luck I reduce the number rolled by -1, which together with my Luck of 15 with no modifiers or 17 with all modifiers guarantees that I’ll pass at least 4 luck tests per adventure with no modifiers or 4 luck tests per adventure with all modifiers, 1 magical large backpack -both added in and created by The GM and no matter how much I put in it’ll never be full, never weigh a thing and never weigh a thing and 1 Magical Talismen -whenever I test my Luck I don’t deduct A Luck Point if I am unlucky
Potions
Regular
None
Added by The GM and which I Stole
2 of Healing -they both hold 1 dose and both doses restore The Drinkers Stamina to full, 1 of hair-loss -anyone who drinks it or had it poured over, thrown over or tipped over his/her/head will be completely bald for a year or 2 and 1 of Frost Giant Strength -restores The Drinkers Stamina to full and for his/her/its next full fight he/she/it fights at +2 Skill and does double damage
Also
After all of that my character gets 1 years worth of stuff from his land
Also 2
Within the last 7 minutes I've persuaded The GM to let Adventure 5 be Moonrunner so that I can get The Skull of Mora Toa that as long as I own it means that I'll never age then for Adventure 6 she will let me use The Powers of The Skull of Mora Toa to spend a century or 2 as A Semi-Legal Privateer in The Bird Isles that are from The Fan Made FF Book of the same name and between them those two adventures should let me buy or earn A Noble Title
I've realized and freely admit that by mistake on several occasions I've made reference to A Male GM but I've actually got A Female GM. Sorry to readers of this thread and to her and I'll admit that the mistake is cos the number of female GM's I've known in my life can be counted on only 2 hands(it was 7) and only until less then 5 years ago could be counted on 1 hand(it was 4)