I've dealt with my so-called friend pretending to be me, but some of the things he said actually happened, he just tried to word them in a way that he hoped would turn some of my real friends against me
Onto the actual topic 1 of my friends and his girlfriend have asked me to post how their FF RPG Campaigns going and I agreed but they insist that I post it in the exact way he/The Player E-Mailed it to me, again I agreed, but it means that I can't correct grammar errors and can't change things like I to he or him and things like The GM to his GM. Anyway that aside what do you think of my friends RPG?. Also sorry that its 1 long post. I'm shattered from lack of sleep and wanted to do it, post it then sleep
Info
It’s A RPG
To be exact it’s a Fighting Fantasy RPG
It’s a Solo
But it uses A GM
Its A AFF RPG
Which means I can get AFF Skills or Spells
It also means that I can get regular FF Skills or Spells
I can also acquire followers
As a result of those 3, potentially huge, benefits, straight after Sorcery I’ll be doing Warlock of Firetop Mountain
That will net me Zagors Spellbook, which will net me dozens of controlled followers, as well as a lot of Spells and a lot of Skills
All paid with money I win by cheating at Gambling
The GM willingly made a lot of these stronger then they are
What is more when I repeated Sorcery Book 1 The GM replaced Flanker with a unnamed wandering killer
A lot of my followers were initially unfriendly and some were initially enemies
The GM has also invented rules for buying or earning then renting out land and property
Now that I can control it The ZEN Spell lets me cheat death by returning to the start of a adventure, I even keep the stuff and stats I acquired during it, but any foes I killed have returned to life
Theirs also Time Freeze Spell from Book 3 and The GM has decided that it can be used once per adventure, it can be used on any foe, even A Adventures Final and/or main foe, and it slows him/her/it down enough that I can without a fight
Sadly their won’t be doing a variant of Legend of Zagor were I’m send their rather then starting their and their also won’t be a variant of Talismen of Death were I’m summoned from Titan rather then Earth
The GM/my GM, has changed his mind, by which I mean that before he changed his mind we were guaranteed to not do a variant of Legend of Zagor were I’m send their rather then starting their and were also guaranteed to not do a variant of Talismen of Death were I’m summoned from Titan rather then Earth
But that was then, now he claims that we are guaranteed to do 1 of those 2 variants, he also says it’ll likely be sooner rather the later, and that theirs also approximately, he estimates, a 57% chance that we will do both of those 2 variants, but he says that if we do both that the 2nd will likely be later rather then sooner
The GM has made it clear that when or if he deems it necessary he will increase the value of the stuff I get and the cash I earn or acquire
Either during or after every adventure I’m allowed to try to steal back everything that I either started the adventure with and no longer have or acquired during adventure with and no longer have
Saying that though its nearly always not stuff that I either started the adventure with and no longer have or acquired during adventure with and no longer have, rather its stuff that’s identical and/or has the same effect
Saying that though I’ll only be doing that illegally for The 4-Part Sorcery and Warlock of Firetop Mountain, and that’s cos after those 5 adventures I’ll use the combination of The Spell Summon to get everything that I either started the adventure with and no longer have or acquired during adventure with and no longer have and I’ll use The Spell Stamina to make sure I have enough Stamina to do it
As well as which I estimate that roughly 76% of the loot that I got in Warlock of Firetop Mountain that wasn’t in Zagors Treasure Chamber came from that loot that was in either The Vampire Crypt or its Coffin
I know what you’re thinking, which is that Zagor had A Treasure Chest that you need to find the keys to and not A Treasure Chamber and you’re right in theory, but The Rolls The GM made on charts that he made resulted in Zagor having so much treasure that The GM decided that A Normal(?) Treasure Chest wouldn’t hold it all and changed it to A Treasure Chamber
The GM freely admits that on several occasions he/GM The GM increased the amount of cash I get and the value of some things and that if needed he/The GM will do it again
As 3 examples in The Wishing Well he increased the cash in The Pouch of Plenty to 3 Gold Coins, he increased the amount of Gold Coins gained had increase to triple what you get in the official
adventure and that he increased the value of The Jewels and The Emerald had increased to 10 times their listed value
And
Most of my characters belongings are stored with friends, family, allies, supporters and sympathizers, that way if I’m kidnapped or enslaved I can buy my own freedom
So
Now
On I go
My character
Name
James Marshall
And
My friend named him after his best friend, which means he
Race
Human
Gender
Male
Class
Wizard
Stats
Initial
Regular
Skill
8
Stamina
20
Luck
8
Others
Faith
4
Honor
2
Resolve
9
Presence
9
Current
Regular
Skill
Without modifiers
11
With Modifiers
VS Most Foes
15
VS Serpents that are either very large or larger or are sentient or are very large or larger and sentient
17
And
That extra boost is because The GM changed the rules and effects of The Serpents Staffs
Also
Despite having a potential Skill of 15 or 17 VS some foes I normally only(?) use A Regular Magic Weapon
This means that normally I only(?) have A Skill of 12
This means that the main and/or final foes of most adventures will be a worthy challenge but both my character and him/her/it still have a chance
Saying that though if I’m either certain that more powerful gear is needed I’ll use it
And
That way most adventures and the main and/or final foes of most adventures will be a worthy challenge for my character but if I do the really hard 1’s I’ve still got powerful gear to give me a high chance of success
Stamina
20
Luck
Without modifiers
12
With modifiers
12
As well as which his 2 Lucky Charms mean that my character is guaranteed to pass at least 3 Luck Tess per adventure
And
If I Test my Luck and Fail I don’t lose A Luck Point
Others
Faith
20
Honor
16
Resolve
22
Presence
19
Experance
Initial
0
Earned
21
Spend
18
Left
3
Skills
AFF 1’s
Magic 14, Bargain 13, Healing 13, Weapon -Sword 13 and Longbow 12, Climb 12, Con 12, Disguise 12, Excellent Hearing 11, Excellent Vision 12, Hunting 12, Languages – Centaur 12, Hill and Giants both 12, Hill and Marsh Trolls both 12, Forest and Regular Goblins both 12, Red and White Dragons both 12 and Orc 12, Law 12, Leadership 12, Mounted Combat 12, Petty Magic 12, Ride 12 and Swim 12
Spells
AFF 1’s
Regulars
Earthquake/8 SC, Banish Undead/6 SC, Create Undead -Skeleton and Zombie/both 6 SC, Petrify/6 SC, Teleport/6 SC, All-Heal/4 SC, Element Control -Fire and Wind/both /4 SC, Lightning Blast/4 SC, Breathe/2 SC, Darksee/2 SC, ESP/2 SC, Force Bolt/2 SC, Sleep/2 SC, Summon/2 SC, Ironhand/1 SC, Fear/1 SC, Ironhand/1 SC, Stamina/1 SC, Strength/1 SC, Thunder/1 SC and Weakness/1 SC
The 12 +0 or 12 Petty Magic Spells that my character knows
Attraction, Cool, Enhance, Extinguish, Hear, Hold, Honesty, Jab, Mend, Mistake, Pied Piper and Sour
1’s that either me or The GM Made
Summon Saffron Version 2. 6 Stamina Cost
Can only be used after A Adventure, can only be used once and using it results in 4D6+2 Gold Coins worth of The Rare Herb Saffron being summoned to my side and if you have enough Stamina that can include the adventure you start in
From Sorcery
Regular(?)
ZAP, FOF, LAW, DUM, HOT, WAL, JIG, YOB, GOB, JIG, DOP, DOZ, LAW, MAG, SUS, WOK, SUN, HUF, RAP, RAZ, NIP, NIF, KID, MUD, RAP, YAP, KID, SUN, KIN, ROK, NIP, FAR and RES
Greater
ZEN
The GM has decided that it lets me cheat death by returning to the start of a adventure, I even keep the stuff and stats I acquired during it, but any foes I killed have returned to life
Time Freeze
The GM has decided that it can be used once per adventure, it can be used on any foe, even A Adventures Final and/or main foe, and it slows him/her/it down enough that I can without a fight
Ingredients
For Spells that my character does know
28 Gold Coins, 16 Goblins Teeth, 7 Giants Teeth, 2 Sun Jewels, 3 Blimberry Potions, 3 vials of holy water, 2 Bracelets of bone, 1 Bamboo Flute, 1 dose of Beeswax, 1 massive honey comb that
holds more Beeswax then I could ever use, 1 vial of Sand, 1 Green Hair Wig, 1 Gold Backed Mirror, 1 Galehorn, 1 Vial of Stone Dust, 1 bottle of Yellow Powder, 1 Orb Of Crystal and 1 set of nose-plugs
For Spells that my character doesn't yet know and will likely never
6 small, 3 decent sized and 1 large Pebbles, 1 Oak Sapling and 1 Wooden Staff made from Wood from A Oak Tree that counts as A Oak Sapling, 1 Leather Skullcap, 1 Potion of Firewater, 1 large pearl ring, 1 large brass pendulum, 1 large bag of orange powder, 1 large Black Facemask, 1 vial of glue and 1 ring of green metal
Spells from Regular(?) FF Books
From Warlock of Firetop Mountain
The Spell of Dragon-Fire Back-Firing
Can only be used against Fire Breathing Dragons that I either for certain or truly believe, even if I may be wrong, are A Evil Dragon or Dragons
When or if they Breathe Fire at me, if I use this Spell and if they are Evil I can to choose whether their backfiring fire kills him/her/them or only(?) renders him/her/them both unconscious and helpless
If I was wrong and even though I believed he or she or them were evil he or she or them weren’t evil then The only effect the Spell has is to make the dragon so angry that I am forced to either kill or be killed
And
Should I, heaven forbid, knowingly use it on A Good Dragon that I know if A Good Dragon then the damage I take is many times what it would have been and even if The Dragon wanted to save me he or she wouldn’t be able to
Belongings
And
Most of my characters belongings are stored with friends, family, allies, supporters and sympathizers, that way if I’m kidnapped or enslaved I can buy my own freedom
Weapons
1 Sword
Standard rules
1 High Quality Sword
It does 3 damage per hit
1 Longbow with 10 Silver Arrows
It can be used at the start of most fights, but only 10 times per adventure, if used I roll 2D6, it hits on A 10 or less and if it hits the foe/1 of my foes, takes 2 damage and as The Arrows are made of Silver they can harm some foes that regular arrows can’t harm
1 Chakaram
It can be used at the start of most fights, if used I roll 2D6, it hits on A 10 or less and if it hits the foe/1 of my foes, takes 2 damage
1 Crystal Missile
It can be used at the start of most fights, if used I roll 2D6, it hits on A 10 or less and if it hits the foe/1 of my foes, takes 2 damage, but it is fairly fragile, it can break, if I use it I must test my Luck and if I fail its destroyed
1 Throwing Knive
Armour and/or protective
1 suit of Leather
No rules as such, it merely stops me taking extra damage
1 set of Leather Gauntlets
If I’m in a fight and my Stamina either starts at or drops to 5 or less then I can reroll 1 dice per turn
1 Suit of Chainmail
Whilst worn it gives the wearer/me +1 Attack Strength
Equipment
3 Empty Small Chests
No rules
1 set of clothing
No rules
1 set of Pajamas
No rules
1 blanket
No rules
1 bedroll
No rules
1 set of map making gear
No rules
1 set of cooking gear
No rules
1 lantern with 3-dose bottle of oil
Rules given if needed
1 Tent
No rules
1 bag of toiletries
No rules
1 torch
Rules given if needed
1 tinderbox
Rules given if needed
1 Snakebite Antidote
Rules given if needed
1 Baklands Parchment
Rules given if needed
1 Large whistle
Rules given if needed
1 empty vial
No rules
1 box that holds 12 large candles
Rules given if needed
1 empty bottle
No rules
1 Large Chamber Pot
No rules
1 Water Bottle
No rules
1 Empty Glass Bottle
No rules
1 set of 4 now useless Copper Keys
No rules
1 Rowboat that is fairly large and has retractable wheels that make it portable
No rules
1 Wooden Mallet with 5 stumps of sharpened wood
They can be used to try to stake and kill A Vampire
1 Mallet
It can be used for breaking and/or smashing thing
1 Wooden Cross
Can be used to at least delay A attack by A Vampire
1 Y-Shaped Stick
No rules
1 set of Mining Tools
No rules
1 Small Cheap Pendant
No rules
1 large torch
Its large enough to last 2 adventures. Rules given when/if needed
1 Large Bunch of Iron Keys
No rules
1 Large Bunch of Brass Keys
No rules
1 small cheap brass chain
No rules and its worthless
1 Sea Chest
Was once used to hold The 1,100 Gold Coins that were owned by A Pirate Captain. No rules
Food
14 meals worth of regular foodstuffs
Standard rules
7 meals worth of bread, goats milk, goats cheese and goat meat
Standard rules
4 meals worth of Vittles that were made by Black Elves
Standard rules
3 meals worth of eggs, cows milk and cows cheese
Standard rules
1 Bomba Fruit
If eaten by itself it only restores 2 Stamina and if eaten at the same time as a regular you regain double the amount of Stamina that you normally would
1 meal worth of honey
Standard rules
1 large lump of cheese
It is worth 2 meals. Standard rules
1 jar that holds 2 meals worth of pickled eggs
Standard rules
1 large nut
If eaten I roll 1D6, on A 2 or more it is a very nice snack, but on A 1 I lose 1 point of Stamina
Animals
Regular
1 Young White Mare
Rules given when/if needed
1 Young Brown Mare
Rules given when/if needed
1 small tame snake
No rules
1 large white mouse
No rules
1 large tame snake
No rules
Unique and/or mythical
Regulars(?)
Magically controlled 1's that I bought with the money I earn every year
None, or at least none yet
Land, property, businesses and other ways of making money
5 Farms that are each worth 650 Gold Coins that each net me 65 Gold Coins per year/4 adventures
3 large Bakeries that are each worth 650 Gold Coins that each net me 65 Gold Coins per year/4 adventures
2 very small Hunting Estates that are both worth 1,000 Gold Coins that both net me 111 Gold Coins per year/4 adventures
2 fairly heavy Medium Merchant-Ships, they are both moderately armed and moderately armoured, they are both worth 1,000 Gold Coins and they both earn me 112 per year/4 adventures
1 Tiny Trading Company worth 8,000 Gold Coins that nets me 888 Gold Coins per year/4 adventures
1 area of 1 Acre of Best Quality Rural Land that has 8 Rural Houses and 2 Rural Hovels on it, is worth 3,040 Gold Coins that nets me 202 Gold Coins per year/4 adventures
1 area of 11 Acres of Poor Quality Rural Land that has 21 Rural Hovels on it, is worth 2,385 Gold Coins that nets me 128 Gold Coins per year/4 adventures
1 Decent Sized Gold Mine worth 2,600 Gold Coins that nets me 286 Gold Coins per year/4 adventures
1 Antique Shop worth 1,690 Gold Coins that nets me 169 Gold Coins per year/4 adventures
1 Vinicultural Estate, its famed for the quality of its brandy, its worth 1,660 Gold Coins and every year/4 adventures it earns me 183 Gold Coins and 5 2-pint bottles of good quality Brandy -they all hold 4 doses that when drank each restore 4 Stamina
1 very large Tiny Mine worth 1,470 Gold Coins that nets me 141 Gold Coins per year/4 adventures
Total
The land, property and business I was rewarded with is worth a total of 30,045 Gold Coins and every year/5 adventures it earns me 2,963 Gold Coins and 5 2-pint bottles of Brandy -they all hold 4 doses that when drank each restore 4 Stamina
Titles
1st
Being The Baron who rules The Island of Goi-Han and The Islands Industry is 58% fishing, 29% farming, 12% Logging and 1% Copper Mining
It has 14 fishing communities, 8 farming communities, 4 logging communities, 2 very small mining communities and 2 tiny and 1 very large fishing village’s and it has a population 1,157
Money wise before taxes and church costs it earns me 8,099 Gold Coins per year/4 adventures and after taxes and church costs it earns me 6,479 Gold Coins per year/4 adventures and after paying the garrison earns me 729 Gold Coins per year/4 adventures
It employs A Garrison of 69 Civilian Militia that are all retired Soldiers that get a total of 2,190x2 +1,050 +320 or 5,750 Gold Coins per year/4 adventures
Those 69 Civilian Militia that are all retired Soldiers consist of 30 Light Archers, 30 Light Spearmen, 7 Medium Horse Mounted Scouts that are all 7.2% better then normal and 2 Medium Swordsmen
And
Including stuff it produces every year/4 adventures it earns me 729 Gold Coins, 80 meals worth of Seafood, 37 meals worth of agricultural produce and 9 3-pimt bottles of coconut milk -they all hold 6 doses that when drank each restore 4 Stamina
Also
All in all my characters 1 title and many and varied Land, property, businesses and other ways of making money makes him a vast amount of stuff per year/4 adventures
And
All in all it amounts to 3,692 Gold Coins, 80 meals worth of Seafood, 37 meals worth of agricultural produce, 9 3-pimt bottles of coconut milk -they all hold 6 doses that when drank each restore 4 Stamina and 5 2-pint bottles of Brandy -they all hold 4 doses that when drank each restore 4 Stamina
Loot
Cash
1,983 Gold Coins
Other valuables
690 Gold Coins worth of jewels
520 Gold Coins worth of Jewellery
380 Gold Coins worth of Temple Decorations
300 Gold Coins worth of Silk Sheets that once lined a tomb
40 Gold Coins worth of The Rare Herb
9 Gold Teeth worth 5 Gold Coins each
8 Hyena Pelts worth 50 Gold Coins each
4 Pelts from The Breed of Giant Apes known as Ora-Ora worth 50 Gold Coins each
4 large very good quality jewels worth 80 Gold Coins each
2 large good quality Gold Locket that are both worth 200 Gold Coins
2 fairly large valuable gems worth 100 Gold Coins each
2 Tiny Earrings worth 3 Gold Coins each
1 very large ring made of very high quality Silver that is set with a large very good quality pearl that is worth 600 Gold Coins
1 fairly good quality Nandi-Bear Pelt worth 330 Gold Coins
1 very large ring made of very high quality Silver that is worth 300 Gold Coins
1 large good quality Gold backed Mirror that is worth 250 Gold Coins
1 very large key made of good quality crystal worth 250 Gold Coins
1 large whistle that is made of high Quality Silver that is worth 200 Gold Coins
1 decent sized whistle that is made of very good Quality Silver that is worth 120 Gold Coins
1 large emerald worth 100 Gold Coins
1 fairly large fairly good quality Sun Jewel that is worth 90 Gold Coins
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
1 large very good quality Iron box worth 35 Gold Coins
Magic stuff
Weapons
1 Blessed Hardwood Spear
The GM decided that Colletus decided that the powers of The Blessed Hardwood Spear were too great and that niether he/Colletus nor my character wanted to risk it and its powers falling into The Wrong hands or, heaven forbid, the hands of those allied to either Evil or Chaos
And
That’s why The GM had Colletus change it so that it only(?) gives +1 Skill, only(?) does +2 damage and can kill 1 foe per adventure that isn’t 1 or more of the main villain, the final villain or some form of Dragon, Deamon, Devil, Fiend or Undead that’s either unique or greater or unique and greater
3 magic knives
They can each be used once per adventure, all 3 of them auto-hit and they do 2 damage
1 Magic Mace
It gives +1 Skill and does +1 damage
1 Magic Short-Sword
It gives +1 Skill
The Magic Dagger of Death that's known as Swift-Stinger
The GM changed it so that it gives +1 Skill and it can also be used to kill any 1 foe, even 1 that is or more of A Adventures main villain, the final villain or some form of Dragon, Deamon, Devil, Fiend or Undead that’s either unique or greater or unique and greater
And
Saying that though its ability any 1 foe, even 1 that is or more of A Adventures main villain, the final villain or some form of Dragon, Deamon, Devil, Fiend or Undead that’s either unique or greater or unique and greater and if the power is used it loses all of its powers and becomes A Regular Long-Bladed Dagger
Armour and/or protective
1 Magic Shield
It gives +1 Skill
Items
2 Pouch’s of Plenty
They both give me 4D6+2 Gold Coins per adventure and they will also provide enough Gold Coins to cover most expenses
And
They will also provide enough Gold Coins to cover most expenses and between them they will cover all expenses of 22 Gold Coins or less, which includes buying things
And
If I do Revenge of The Vampire will include The Horse that you can and I will buy straight after leaving The Monastery that you visit right at the start
2 Lucky Charms
When testing my characters luck they both lower the roll by -1, that’s a total modifier of -2, which means that my character will pass at least 2 Luck Tests per adventure
1/The Ragnars Armband of Swordmastery
When fighting with A Sword I gain +2 Attack Strength
1 Lucky Talismen
Whilst I own it, which means I don’t have to wear it, when I test my Luck if I’m unlucky I don’t lose 1 point of Luck
The Serpents Ring
Its effects have been changed by The GM so that it lets me get information from any Serpent rather then only getting info from The Seven Serpents
The Serpents Staff
Its effects have been changed by The GM so that it gives +2 Skill VS all very large or larger and/or sentient Serpents and not just against The Seven Serpents and if you are A Wizard, which I am, it can also be used as A Oak Sapling
1/The Blood Candle
It provides light and a lot of it, but it’s a trapped magic item, its also sentient, its potentially deadly effect is that it only works near traps that it believes will be fatal
And
The way its potentially deadly effect works is that at the worst, in its opinion, possible time it will go out and hope that I fall on the traps and get fatally wounded, that way it can drain my blood whilst I’m dying
The Eye of The Cyclops
It’s a Massive Diamond worth 1,700 Gold and its light causes instant death in 1 Evil Wizard per adventure and this even works on A Evil Wizard that is A Books Main Foe or 1 of its Main foes
And
3 examples of that are Balthus Dire is Citadel of Chaos Main Foe and Morgana and your traitorous advisor(I forget his name) are Masks of Mayhems
1 Magical Chalice of Super-Curing
It instantly cures me of any and all poisons, illness’s and diseases that effect me and this includes The Bites of Vampires and Werewolves
Sadly thought it has no effect on The Werewolf Bite you get at the start of Howl of The Werewolf
And
Luckily 1 of my Allies is Colletus from Sorcery Book 4 who can cure it, which means that if I do do Howl of The Werewolf then rather then it being A quest to save myself I'm actually on A quest to destroy The House of Wulven
Magic potions
4 potions of stamina
All 4 bottles of potion of stamina each holds 1 dose and all 4x1 or 4 doses all restore the drinkers Stamina to full
2 potions of Strength
Restores Stamina to full
1 1-dose bottle of potion of Invisibility
For 1 Fight I gain +3 Skill, do +1 damage and take -1 damage
1 2-dose potion of Invisibility
Both doses have the same effect, which is that for 1 Fight I gain +3 Skill, do +1 damage and take -1 damages
Zagors Spellbook
It lets me become Master of Firetop Mountain, become A Very Powerful Mage and control the surviving former members of Zagors Forces and quite a lot of these were random encounters in the maze
It has a extra ability. Which is that anyone that studies it can teach himself/herself both 20 +'s worth of Skills and 42 Stamina Cost worth of Spells and I used it myself both 20 +'s worth of Skills and 42 Stamina Cost worth of Spells of the readers choice
Every 1 and a quarter years/5 adventures, I can learn either 2 Random Skills both at +1, or 1 of my choice at +1 Ability or I can learn 2D3 Stamina worth of Spells
Sadly though 1 and a quarter years/5 adventures is since I acquired it and not since my career started, some may say that’s not fair and they may have a point but I think its fair
The reason I think its fair is because I acquired Zagors Spellbook in my 5th adventure and that means that if the benefits were every 5th year since my career started then I’d get the first lot of benefits straight after teaching myself most of what it holds
Or I can choose to not learn 2D3 Stamina worth of Spells and instead learn more after another 1 and a quarter years/5 adventures, for example after 3 and 3 quarter years/15 adventures, I would be able to learn 6D3 Stamina worth of Spells
Teaching myself both 20 +'s worth of Skills and 42 Stamina Cost worth of Spells of my choice took a total of 62 months +2D6 months or 6 years and I choose to have my character learn a very large variety of Skills and Spells
And
As well as which it has the power that if I spend 6 years learning from it rather then 4 learning then I don’t lose 1 Skill Point per point I take per point I take in The Magic Skill
My followers
Info on my loyal followers
I have persuaded The GM to let me pay all of them with money I win by cheating at Gambling
The GM willingly made a lot of these stronger then they are
What is more when I repeated Sorcery Book 1 The GM replaced Flanker with a unnamed wandering killer
In some adventures some of them may die in the normal adventure or not be recruitable in the route I took
If I do Howl of The Werewolf 1 almost guaranteed 1 example of each in Von Ritchen and Katays
And
A lot of my followers were initially unfriendly and some were initially enemies
Controlled via what I learned from Zagors Spellbook
Gotten in Warlock of Firetop Mountain
Regulars
25 Skill 7 and Stamina 7 Orcs
16 Skill 5 and Stamina 6 Goblins
8 Skill 6 and Stamina 6 Zombies
8 Skill 7 and Stamina 7 Skeletons
4 Skill 9 and Stamina 9 Lesser Trolls
3 Skill 6 and Stamina 7 Gremlins
3 Skill 7 and Stamina 7 Ratmen
3 Skill 6 and Stamina 7 Large Mice
2 Skill 6 and Stamina 6 Goblin Torturers
2 Skill 7 and Stamina 7 Cave Men
1 Skill 5 and Stamina 5 Goblin Servant
1 Skill 7 and Stamina 8 Giant Sandworm
1 Skill 7 and Stamina 8 Giant Spider
1 Skill 8 and Stamina 9 Giant Crocodile
1 Skill 8 and Stamina 8 Ghoul
1 group of 3 Giant Bats that have Group Stats of Skill 7 and Stamina 8
1 Skill 9 and Stamina 8 Barbarian
Elite Minions
1 Skill 9 and Stamina 10 Giant
1 Skill 8 and Stamina 9 Ogre
1 Skill 9 and Stamina 9 Iron Cyclops
1 Skill 8 and Stamina 8 Orc Chieftain
1 Skill 11 and Stamina 12 Lesser Vampire that has The Unique Power that sunlight doesn’t kill it, rather it only(?) lowers its stats to Skill 9 and Stamina 9
1 Skill 8 and Stamina 8 Hellhound
1 Skill 9 and Stamina 8 Weretiger
1 Skill 8 and Stamina 8 Wight
1 Skill 8 and Stamina 9 Minotaur
The Skill 7 and Stamina 8 Maze Master
Zagors Skill 10 and Stamina 11 Pet Dragon
From The Wishing Well
Unnamed
Normal
9 Skill 6 and Stamina 6 Zombies
1 Skill 10 and Stamina 11 Mummy
1 Skill 9 and Stamina 11 Calacorm
1 Skill 8 and Stamina 9 very large serpent
1 Skill 7 and Stamina 8 Hellhound
Random
3 Skill 7 and Stamina 7 Orcs
3 Skill 5 and Stamina 6 Goblins
2 Skill 6 and Stamina 4 Gremlins
1 Skill 8 and Stamina 9 Troll
1 Skill 5 and Stamina 4 Giant Rat
Named
None
From A Regular FF Version of Isle of The Cyclops
Unnamed
6 Skill 7 and Stamina 7 Hyenas
4 Skill 7, Stamina 7 and Luck 7 Human Pirates
4 Skill 6 and Stamina 8 Giant Apes known as Ora-Ora
1 Skill 8, Stamina 8 and Luck 6 Orc Slaver
Named
Dhurz Deathsnare
He is A Skill 11, Stamina 14 and Luck 9 Former Cyclops Chief
Kullion The Crab
He is A Skill 10, Stamina 11 and Luck 7 Pirate Captain
Loyal
From The 4-part Sorcery
Unnamed
3 Skill 8, Stamina 8 and Luck 8 Birdmen
3 Skill 7, Stamina 7 and Luck 7 Civilian Militia whose race is Svinn
2 Skill 6, Stamina 6 and Luck 7 Goblin Scouts
1 Skill 7, Stamina 7 and Luck 6 former Brigand
1 Skill 8, Stamina 8 and Luck 7 Barbarian
Named
Flanker
He is A Skill 9, Stamina 8 and Luck 8 former wandering killer
Colletus
He is A Skill 8, Stamina 11 and Luck 12 Legendary Greater Healer who he is regarded as 1 of The 5 Greatest Healers in The World, some say that he should be regarded as The 2nd Greatest Healer in The World and his powers were determined by The GM rolling on tables that he’d made
And
His lesser powers are that 8 times per adventure he can fully restore a persons Stamina, every fortnight he can cure both 2 plagues and 2 illness’s that aren’t plagues, another 2 times per adventure he can restores 3D3+2 Stamina and every 4 month period he can, if needed, cure the bites of both any 2 Werebeasts, which means not just those of A Werewolf, and 2 Vampires
From Warlock of Firetop Mountain
Unnamed
4 Skill 7, Stamina 8 and Luck 8 Regular Dwarfs
1 Skill 8, Stamina 9 and Luck 9 Dwarfern Leader of Noble Blood
1 Skill 7, Stamina 8 and Luck 8 Shopkeeper
1 Skill 9, Stamina 8 and Luck 8 Barbarian
1 Skill 8, Stamina 8 and Luck 8 Boatmen that can become A Skill 9 and Stamina 9 Wererat
Named
None
From The Wishing Well
Unnamed
None
Named
The Spider King
He is A Monstrous Sentient Spider that has Skill 10, Stamina 16, Luck 7 and A Attack that does double damage
Thrushbeard
He is A Skill 8, Stamina 9 and Luck 8 Dwarf that used to be A Adventurer
From A Variant of Isle of The Cyclops
Unnamed
7 Skill 7, Stamina 7 and Luck 8 Civilian Militia from The Island of Goi-Han
Named
Varja
He is A Skill 9, Stamina 10 and Luck 8 Senior Priest who knows 6 1 Stamina Cost, 6 2 Stamina Cost, 1 4 Stamina Cost and 1 6 Stamina Cost Spells
My lairs
1st
Its in Firetop Mountain
I have used powerful magic to triple the size of both the area before The River and the area after The River and double the size of The Maze, The Dragons Quarters and The Quarters of The Mountains Ruler
Most of the Monsters that are either Sentient or Semi-Sentient and The Humans that guard it are in edition to those that are in my army and there are also some undead I created and very large animals that I control
On the subject of most of The Monsters that are either Sentient or Semi-Sentient and The Humans that guard it after I mastered Zagors Spellbook but before Adventure 6 they where tricked into going to A Interview then I used Zagors Spellbook to gain their permanent Alleigance
All in all arranging all of that took another year, which netted me another 2,428 Gold Coins from my land, property and business’s, its just a shame that that year didn’t count towards learning new Skills and Spells from Zagors Spellbook
And
The Mountain can now hold my entire army, but will likely never hold more then half of it, it will also heal Undead I added to it, the Monsters that are either Sentient or Semi-Sentient that I added to it and The Humans that I added to it
The new guards
Humans and Monsters that are either Sentient or Semi-Sentient that now guard a large part of itMonsters that are either Sentient or Semi-Sentient that now guard a large part of it
1 Tribe of 29 Orcs, 19 Goblins, 2 Orc Shamans, 2 Goblin Healers and 1 Orc Chieftain, 1 family of 2 40 year old Hobgoblins and their 3 Sons that are 17 year old triplets, 1 Middle-Aged Giant, 1 middle-aged married couple that are both moderately powerful Magicians, 1 Middle-Aged Minotaur, 1 Cyclops that’s in his very late teens and 1 Very Young White Dragon
Those that are either Undead or are Monsters that aren't either Sentient or Semi-Sentient that now guard a large part of it
1 group of 7 Zombies, 1 group of 6 Skeletons, 1 group of 4 very large bats, 1 group of 4 large crocodiles, 1 Ghoul, 1 Middle-Aged Troll, 1 Middle-Aged Ogre, 1 Neanderthal, 1 Cavemen and 1 Gigantic Scorpion
Its defenses that aren’t either Undead or living
Pits
1’s that my character added
6 small pits that all hold 4 Goblins, 4 moderately deep pits that all contain A Troll, 2 deep pit that all contain 1 Giant and 1 pit that’s so deep and the sides are so slippery that most people would be stuck down their and would eventually starve to death
That were always their
1 moderately deep pit that contains A Ogre, 1 moderately deep pit that contains A Troll, 1 deep pit that all contain 1 Giant and 1 very deep pit that is very hard to climb out of, which means you may be stuck
Others
Minor
1’s that my character added
11 trip-wires that are linked to alarms, 6 rooms that contain worthless imitation treasure and the idea being that people open the door, look in, go for a look, re tempted, go in, get locked in and are now The Prisoner/Prisoners of The Lord of The Mountain
Regulars
1 booby trapped lever, 1 room full of booby-trapped black and white tiles, a room full of paintings that can drain you, a cursed semi-sentient rope, a cursed semi-sentient set of boots and all its guards being equipped with weapons that have been tainted with a liquid that’s a powerful sedative
Moderate
A room that’s completely dark and has 17 very minor trip-hazards that are hidden by the darkness, a river that’s easy to drown in and has several piranha swarms and several crocodiles in it and A Vast Maze
Major
A very large Treasure Chamber that has 1 very powerful protective Spell on the only door, a 2nd very powerful protective Spell on the lock and the Door is trapped with several darts that contain a poison that is guaranteed to be deadly that if you use the wrong keys will be fired out of the door
2nd
My characters Barony, which consists of The very large Island of Goi-Han and The Islands Industry is 58% fishing, 29% farming, 12% Logging and 1% Copper Mining
It has 14 fishing communities, 8 farming communities, 4 logging communities, 2 very small mining communities and 2 tiny and 1 very large fishing village’s and it has a population of 1,157
Money wise before taxes and church costs it earns me 8,099 Gold Coins per year/4 adventures and after taxes and church costs it earns me 6,479 Gold Coins per year/4 adventures and after paying the garrison earns me 729 Gold Coins per year/4 adventures
It employs A Garrison of 69 Civilian Militia that are all retired Soldiers that get a total of 2,190x2 +1,050 +320 or 5,750 Gold Coins per year/4 adventures
Those 69 Civilian Militia that are all retired Soldiers consist of 30 Light Archers, 30 Light Spearmen, 7 Medium Horse Mounted Scouts that are all 7.2% better then normal and 2 Medium Swordsmen
And
Including stuff it produces every year/4 adventures it earns me 729 Gold Coins, 80 meals worth of Seafood, 37 meals worth of agricultural produce and 9 3-pimt bottles of coconut milk -they all hold 6 doses that when drank each restore 4 Stamina
My adventures
1st to 4th
Names
The 4 Sorcery Books
Also
All in all whilst Gambling I won 55 Gold Coins and lost 38 Gold Coins, which means a profit of 17 Gold Coins
The GM decided that as my character saved at least most of and more likely then not all of Analand and that more he likely also saved at least a quarter of The Femphrey Alliance my character got a very large reward
And
All in all The GM decided that my very large reward ended up amounted 3D6+1x1,000 Gold Coins worth of land, property and business, I rolled 2 4’s and A 6 +1, so I get 15,000 Gold Coins worth of land, property and business and as I get to choose what The land, property and business consists of I choose to get the following
5 Farms that are each worth 650 Gold Coins that each net me 65 Gold Coins per year/4 adventures
3 large Bakeries that are each worth 650 Gold Coins that each net me 65 Gold Coins per year/4 adventures
1 area of 1 Acre of Best Quality Rural Land that has 8 Rural Houses and 2 Rural Hovels on it, is worth 3,040 Gold Coins that nets me 202 Gold Coins per year/4 adventures
1 Decent Sized Gold Mine worth 2,600 Gold Coins that nets me 286 Gold Coins per year/4 adventures
1 Antique Shop worth 1,690 Gold Coins that nets me 169 Gold Coins per year/4 adventures
1 very large Tiny Mine worth 1,470 Gold Coins that nets me 141 Gold Coins per year/4 adventures
1 very small Hunting Estate worth 1,000 Gold Coins that nets me 111 Gold Coins per year/4 adventures
Total
The land, property and business I was rewarded with is worth a total of 15,000 Gold Coins and it earns me a total of 1,429 Gold Coins per year/4 adventures
5th
Name
Warlock of Firetop Mountain
Also
I visited The Dwarfs 5 times, I gambled with them every time, on the first 3 occasions I cheated and in total I won 20 +18 +12 or 60 Gold Coins, the 4th time I played fairly and walked away 15 Gold Coins better off, the 5th time I played fairly and walked away 12 Gold Coins worse off
All in all that means that my character got earned +60 Gold Coins +15 Gold Coins -12 Gold Coins, which means a profit of 63 Gold Coins
After the adventure charts The GM made show that Zagors Chest held 1,110 Gold Coins and I choose to use 1,000 of those Gold Coins to buy A 2nd very small Hunting Estate worth 1,000 Gold Coins that nets me 111 Gold Coins per year/4 adventures
I then spend 6 years learning roughly 78% of The Skills and roughly 57% of The Spells in Zagors Books, which means that because the 6D6 I rolled for my characters initial age only came up 2 5’s, 2 3’s, A 6 and A 2 or 23, which means that as of now he’s only 23+6+1 or 29
During those 6 years my characters land and property earned him 1,540x6 or 9,240 Gold Coins
He kept 1,240 Gold Coins and used The other 8,000 Gold Coins to buy A Tiny Trading Company worth 8,000 Gold Coins that nets me 888 Gold Coins per year/4 adventures
The reason that it didn’t reduce my Skill is because The GM rolled on his table to determine unique powers held by unique magic items
He rolled A 88 on 1D100 then A 5 on 1D6 and that means that if the person studying it spends 2 years longer then normal studying it that he/she/it doesn’t lose 1 Skill Point per point I take per point I take in The Magic Skill
In The Official Adventure and The Version of it that was made for DAD Edition 3.5 Zagor had A Treasure Chest that you need to find the keys to and not A Treasure Chamber, but The GM changed it to A Treasure Chamber
And
The reason for that is because The Rolls The GM made on charts that he made resulted in Zagor having so much treasure that The GM decided that A Normal(?) Treasure Chest wouldn’t hold it all and changed it to A Treasure Chamber
6th
Name
The Wishing Well, which is from 1 of The 2 Books that gives ideas, rules, suggestions and advise for A Basic FF RPG
7th
Name
A variation of The Fan Made FF Adventure Isle of The Cyclops were you get hired to either kill or capture The Cyclops called Dhurz Deathsnare and in order to get their without drawing his/its attention my character deliberately let Kullion The Crab enslave him then use magic to sink The Ship and escape
More rolls on other tables show that The King of Analand makes me The Baron that rules The Island of Goi-Han, which has a industry that is 58% fishing, 29% farming, 12% Logging and 1% Copper Mining
It has 14 fishing communities, 8 farming communities, 4 logging communities, 2 very small mining communities and 2 tiny and 1 very large fishing village’s and it has a population of 1,157
Money wise before taxes and church costs it earns me 8,099 Gold Coins per year/4 adventures and after taxes and church costs it earns me 6,479 Gold Coins per year/4 adventures and after paying the garrison earns me 729 Gold Coins per year/4 adventures
It employs A Garrison of 69 Civilian Militia that are all retired Soldiers that get a total of 2,190x2 +1,050 +320 or 5,750 Gold Coins per year/4 adventures
Those 69 Civilian Militia that are all retired Soldiers consist of 30 Light Archers, 30 Light Spearmen, 7 Medium Horse Mounted Scouts that are all 7.2% better then normal and 2 Medium Swordsmen
And
Including stuff it produces every year/4 adventures it earns me 729 Gold Coins, 80 meals worth of Seafood, 37 meals worth of agricultural produce and 9 3-pimt bottles of coconut milk -they all hold 6 doses that when drank each restore 4 Stamina
Also
I also persuade The King of Analand to give my character both Kullion The Crab’s Ship and The Ship that you get in the actual The Fan Made FF Adventure Isle of The Cyclops
This gives my character 2 fairly heavy Medium Merchant-Ships, they are both moderately armed and moderately armoured, they are both worth 1,000 Gold Coins and they both earn me 112 per year/4 adventures
The GM also increased the cash I got from 166 Talons that you get in The Official Fan Made FF Adventure Isle of The Cyclops to 1,640 Gold Coins
And
I used every single 1 of those 1,640 Gold Coins to buy 1 Vinicultural Estate, its famed for the quality of its brandy, its worth 1,660 Gold Coins and every year/4 adventures it earns me 183 Gold Coins and 5 2-pint bottles of Brandy -they all hold 4 doses that when drank each restore 4 Stamina