Let's play-Tunnels and Trolls: Amulet of the Salkti

Stories about games that you run and/or have played in.

Moderator: Moderators

Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

By my maths it leaves 326 gold. As for trap items, none to speak of:

Nets
Each net will hold up to two catches of fish and keep them preserved.
Magical clay
The minute you buy the clay, it begins to transform.
Roll one die:
1. It divides into two pieces. Roll twice more on this table.
2. The clay turns into a small gold statue of yourself worth 50 gp.
3. The clay turns into a scimitar which gets +30 adds the first time you use it. After this it will immediately break, becoming useless.
4. The clay turns into a contact poison which seeps through your skin and causes a loss of both 3 points of both Dex and Str until you get it cured (no effect if you are immune to poison).
5. The mound turns into a salve which cures any disease once.
6. It turns into a small, funny looking bird that immediately bite you for damage equal to 1/2 you current CON worth of hits due to poison teeth (take one hit if you are immune to poison). After that, you realise it's true nature. It will scout ahead of you and look for storms. Because of this advanced warning, storms will do half damage.
Got a 3. Not sure if this is a scimitar that does 30 damage, or a normal scimitar (4D+0) that gets +30. Either way, only once, but useful.

Magic arrows
Five of the arrows will automatically hit the target, but you only get 2/3 of your normal missile adds with them. With the other five, you must make your normal saving roll, but these arrows do an extra 25 points of damage when they hit.
Meat preserver
Each unit of meat preserver will preserve several pounds of meat, at least the size of a large bird
Lickum stickum dagger
The dagger is a two dice and 5 add dagger. The dagger is covered by an adhesive that is activated by moisture. Once activated, the blade will stick to anything it touches. Once the blade has been stuck to something for five seconds, it will explode and do 30 points of damage. Thus you will lose the dagger if you hit someone with it, but the victim will be in for a big surprise. It will stick to you opponent even if you don't do any damage.

I'm reading that as if they take it on armour or something, it still sticks and explodes, as there's not to hit roll as such.
Door knocker
The door knocker is guaranteed to open any door under any circumstance.
Fire extinguisher
Each extinguisher will put out one medium sized fire. Buy as many as you like.

Only entry to specifically mention buying more than one.
Some odd stuff there, but generally pretty useful.

Now, onto the palace, or buy another of something? Also, Darth Rabbitt suggested adding lvl2 bonus to Dex a while back, if nobody has any other ideas I'll go with that.
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

The clay is the most interesting, but the effects aren't always positive, so I guess we'd just stick to the one we already got.

If possible get a couple more door knockers?
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

I'll agree to another knocker.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

Ok, so that's another door knocker (potential for terrible pair of knockers pun there) and then off to Kalstain's Palace as it's the only other place on the island.
You're in luck. You were able to convince the guard who you are and what your mission was. He brings you into Kalstain's library.
Kalstain is there and you tell him your tale. He replies gravely. 'I fear Freegore might not survive much longer. We have neither the troops nor the magic to help her. Nobody even knows where the amulet is, much less if it still exists. We do have one very slim hope though. It is said that the greatest leaders and the greatest minds still live in a special part of the underworld, near the surface of the planet. Frietoc was one of the last yet greatest Salkti leaders. Just possibly, he might know. But entering the underworld is a dangerous task, and once you reach it and even if you find him, you must give him a perfectly preserved piece of meat from the jajuk, a rare bird whose meat is deadly to the living but is said to nourish the dead. All we know is that the jajuk is not found on this continent, but maybe it lives on one of the nearby islands.'
He then proceeds to instruct you on how to recognise Frietoc. He will also heal either all of your lost CON or one disease. Then he will bid you farewell and wish you the best of luck.
So, CON back to full (which would have been very useful if bitten by the clay poison bird thing from the magic shop). Oh, and realised I'd not taken the 25 gp for the ship guards.

And then off to another island, travel times as follows.
Cave 3
Valeat 3
Freegore 4
Kelsa 6
Esdurt 6
Kroam 5
Eduard Khil
Str 42 int 16 luck 14 Con 48/48 dex 15 cha 15 speed 14 +34 personal adds

Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour

201gp 2400ep

grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions. small unusual key. skull. red liquid in bottle with primitive squirt nozzle

Magical fishing nets, scimitar which gets +30 adds the first time you use it, 10 magic arrows ,Meat preserver, Lickum and stickum dagger, Magic door knocker x 2, Fire extinguisher
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

Esdurt probably leads directly to the underworld (seeing as Sxelba suddenly re-appeared there) but we have no promise that we'll be able to actually make it through the demon's stronghold yet. So go to Valeat, the place where he "did strange things" in case he opened any portals to hell there or something.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Valeat
Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

83
Your timing is anything but great. The volcano is erupting! Rocks and lava are flying everywhere so you'd better get the derst out of there! The zombies are trying their best, but that probably won't be enough. To find out the damage done to your ship by the small flaming rocks flying through the air make saving throws on Lk starting at LVL 0 and increasing in level through level 5. Take the highest roll that you made consecutively without missing and subtract that from 5. Compare the result with the table below to find out how serious there are:
I don't think there is a LVL 0 saving throw, and it looks like I'm supposed to keep rolling after I fail one, despite it making no difference.

First roll: 3. Fail
The fire is a big one. It will take two full fire extinguishers to put it out. The ship is also partially damaged, and all trips will take twice as long.
I think that means without two extinguishers the ship is destroyed and it's game over. But overlooking that;
The volcano has considerably cooled down and the lava has hardened. A small ship, however, did not make it, and you decide to search the wreckage. All you find in the wreckage is a small bottle of ointment which says, 'Mortis ointment. Give yourself the appearance of being dead when you're still alive. Fool friends and family. It's so realistic that it could even fool the dead.' It's probably some patent ointment, but you decided to take it anyway (if you haven't guessed, it's an item). You may now set sail to your next destination.
From there:
Cave 4
Freegore 4
Alscen 4
Kelsa 4
Esdurt 7
Kroam 8
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

We already have a skeleton helmet, so that was a bust.

Kelsa's the last close one, and we should be strong enough to push away any starving people who might try to attack us for food.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

Two random encounters en route, rolled 2d6 for each and got:

11
Ghost pirates - You see a large ship approximately 500 yards away. It quickly nears your own ship. From the ghost ship, several spectral figures fly over to yours. They seep through the deck and emerge...with your gold! There are ten of them and you have ten rounds to kill them all before they steal all your gold. Each one has a CON of 50. They will not fight back, but they can only be attacked magically. Each one that you kill will turn into a thick silk sheet with gold interwoven worth 100g.p. However, each one that escapes can magically carry 100g.p.s in weight. They will immediately steal the jewels (each jewel weighs its worth divided by 100). Take 75 e.ps for each one you kill, and lose 25 e.p.s for each one that escapes.
So...without magic, lose all remaining gold and 250 e.p. Well, could use the one use scimitar and one use Lickum Stickum dagger and kill one so only lose 225 e.p. Not sure if that means the ghosts would steal the dead ghost sheet back. I'm going to assume that Eduard Khil rants impotently at incorporeal thieves rather than waste those items, unless people disagree.

In any case, other encounter is:

6
Beneficial current - This current takes 25% off of your travelling time.
78
As your zombies row into Kelsa's port, you see the devastating effects of mass starvation. The famine is so bad the hunters don't have the strength to hunt. A small boy crawls over to the ship, tries to say 'food' and then dies. You realise that unless you have some sort of food in large quantities (i.e. fish) to help the people, they won't be able to do, give or say anything to help you.
If you have fish and give it to the people, go to 98. If you have fish, but keep it from the people, go to 40. And if you don't have any, you may either go to another island or leave. You may sail around the island and keep rolling for random encounters. You must face all of them, but hopefully you will catch some fish.
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

Can we use our net to catch fish for them?
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

Yes, if the random encounter for fish is rolled (and you make a DEX saving throw). If trying to catch fish that way, likely to take awhile and run into other things first.

Though, time isn't a factor in the game, beyond random encounters.
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Spend some time catching fish, then.
Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

Not bothering to roll for finding random encounters, just seeing what is found

10
Fish - You see a school of fish swimming by the ship. If you have fishing nets, you may catch a load of fish if you can get your nets reading by making a L2-SR on DEX (25-DEX).
That was lucky. Rolling 5 for the saving throw, not so much.

7
Fish - You see a school of fish swimming by the ship. If you have fishing nets, you may catch a load of fish if you can get your nets reading by making a L2-SR on DEX (25-DEX).
That was lucky (again). Rolling 5 for the saving throw, not so much. Again, but this time a 1 and 4 rather than 2 and 3.

9
Small raft - A small raft with a skeleton and a chest floats by. If you decide to open the chest, you must make a L3-SR on LK that will start a small fire on your ship and require 1/4 of an extinguisher to put out. The ship will now take 10% longer to complete a trip. If you do not have any extinguishers, your ship will receive 50% damage before the zombies smother the fire and get enough water to put it out. If you survive, roll on the table below to determine its contents.

1. A vial of liquid that will cure you of any disease plus all lost CON points (except those lost from poison).
2-3. An emerald worth 350 g.p.s.
4-6. A vial of curare, a vial of spider's venom and a vial of hellfire.
The rules don't actually say what "50% damage means"...maybe twice in a row and you are sunk, or is the next one 50% of current, so 75%in total? Roll for saving throw. Double 6, so roll again, double 3 so roll again, and then 5 and 6 for a total of 29+ Lk of 14 for 43, which is easily more than 30.

And rolled 1, so vial of liquid. Next encounter:

7
Fish - You see a school of fish swimming by the ship. If you have fishing nets, you may catch a load of fish if you can get your nets reading by making a L2-SR on DEX (25-DEX).
Rolled 5 and 6 this time, so fish are caught.

Back to 78
As your zombies row into Kelsa's port, you see the devastating effects of mass starvation. The famine is so bad the hunters don't have the strength to hunt. A small boy crawls over to the ship, tries to say 'food' and then dies. You realise that unless you have some sort of food in large quantities (i.e. fish) to help the people, they won't be able to do, give or say anything to help you.
If you have fish and give it to the people, go to 98. If you have fish, but keep it from the people, go to 40. And if you don't have any, you may either go to another island or leave. You may sail around the island and keep rolling for random encounters. You must face all of them, but hopefully you will catch some fish.
98
The people rejoice as you give them the food (note:this is just one catch). The islanders have enough strength to start farming, fishing and, hunting again. The leader of the islanders, Rowrke, gives you a dead jajuk, which is the highest reward anyone on Kelsa can receive. They also give you a diadem which will allow you to understand any and all languages for three uses only. it will automatically work when it is needed. The main features of the port are a healer, a magic shop, a shipbuilder, and an armoury/weapons shop dealing especially with magic weapons and armour.
You may leave for another island, go to the magic shop, healer, shipbuilder or armoury. If or when you come back, you will not be able to buy things using fish.
Eduard Khil
Str 42 int 16 luck 14 Con 48/48 dex 15 cha 15 speed 14 +35 personal adds

Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour

2150ep

grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions. small unusual key. skull. red liquid in bottle with primitive squirt nozzle, Mortis ointment, dead jajuk

Magical fishing nets, scimitar which gets +30 adds the first time you use it, 10 magic arrows ,Meat preserver, Lickum and stickum dagger, Magic door knocker x 2, Fire extinguisher. A vial of liquid that will cure you of any disease plus all lost CON points (except those lost from poison).
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

Well I think we use the meat preserver on the dead jajuk so its meat doesn't spoil.

Then I'd check out the magic shop, and if we can after that the armory.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Agreed
Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

Magic shop
84
They seem very happy to see you. You may either buy spells or use their services to remember spells you have forgotten. Each catch of fish will buy you 10 free levels of new spells (e.g. two 4th level spells and one 2nd level spell) or twenty levels of forgotten spells. Otherwise, each spell is at half price, and each remembered spell is at quarter price.
Useful for wizards that half gold or fish, otherwise, not.

Armoury
129
In this shop, each catch of fish will buy you 100 g.p. worth of work. Because you saved them, they will give you special rates. If you want a weapon permanently poisoned, the cost is equal to five time the normal cost of the poison. To give a weapon an extra die, the cost is equal to one-fourth of the weapon's cost (maximum of 3 extra dice per weapon0. Adds cost one-tenth of the weapon's cost each (maximum of 12 extra adds per weapon). To give armour an extra point of protection costs one-tenth the armour's cost (maximum of 10 points for each complete set of armour). The store also sells plain weapons and armour at three-fourths of its normal cost.
Afterwards, you may leave for another island, go to the magic shop, the healer or the shipbuilder.
Again, useful for those with fish or gold, otherwise not.
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

Go to Esdurt now.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Esdurt
Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

Random encounter:
Storm - A violent storm hits the ship. The storm will through your ship off course. Roll two dice. This is the number of extra days you have to add to the time your voyage will take. Also, half of the roll times ten is the percentile damage your ship takes.
Roll 4, so 4 more days, 40% damage. I think that means the ship is at 90%, but the rules for ship damage aren't actually given.

Another encounter:
Merchant ship - A friendly merchant ship sails up next to you. You may buy any item in the rulebook at an extra 10% cost. You may also sell your gems at a similar service charge. They will also heal any disease or poison for 300 g.p.s or CON points at 25 g.p.s apiece.
34
The island is very tropical. As you look around, you see a large circular building that looks like a temple, approximately a half mile away. Behind the temple, you see a bright green glow that is visible at this distance. You may leave for another island, enter the temple or go around the temple to see the green glow.
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Go to the temple.
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

Agreed.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

99
The outside of the temple is unguarded, and you enter quite easily. When you enter, you realize that the green glow is coming from the rear part of the temple itself. Suddenly, two small disgusting creatures come walking down the hall in your direction. They are probably demons and are not too friendly. You may attack, hide behind one of the pillars or attempt to run off into one of the side passages unnoticed.
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Hide
Thaluikhain
King
Posts: 6153
Joined: Thu Sep 29, 2016 3:30 pm

Post by Thaluikhain »

The pillars are not extremely thick, but you try your best. Make a L4-SR on LK (35-LK) If you are a rogue, subtract one level from the saving roll. Hobbits subtract one level, fairies and leprechauns subtract two (dwarves are too big to get a bonus). If you are wearing plate, carrying a weapon over 5 ft long, or your feet have doubled in size recently, add one to the level for each of the previous factors that apply.
Rolled 3 and 6, so fail. Don't know if the spears are supposed to be over 5 ft long, I guess so, but didn't matter.

114*
They are just minor demons, and you get a better look at them as you fight. They have red skin, are covered with scales, and smell horrible. Each one has a MR or 38, and the scales take 4 points of damage per turn. Also, their slimy skin is extremely corrosive to metal. Each time they hit you, take the damage of the base protection of any armour you are wearing, permanently. And every time you hit them, you lose one tenth of the damage you did to the weapons adds, rounded up. Magic armour and/or weapons are protected from this.
Finally, only one fights on the first turn while the other casts a demonic Take That You Fiend-type spell that does 10 points of damage and costs him 5 points of MR. Armour takes only half damage. On the second turn the reverse roles.
Having weapons and possibly armour damaged...though there's a single use scimitar and a Lickum Stickum dagger that could end things a lot faster to avoid risking that.

Eduard Khil
Str 42 int 16 luck 14 Con 48/48 dex 15 cha 15 speed 14 +35 personal adds

Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour

2150ep

grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions. small unusual key. skull. red liquid in bottle with primitive squirt nozzle, Mortis ointment, dead jajuk

Magical fishing nets, scimitar which gets +30 adds the first time you use it, 10 magic arrows ,Meat preserver, Lickum and stickum dagger, Magic door knocker x 2, Fire extinguisher. A vial of liquid that will cure you of any disease plus all lost CON points (except those lost from poison).
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Yeah, forgot that we're troll so probably wouldn't be very good at hiding...

Use the dagger.
Post Reply