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

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Darth Rabbitt
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Post by Darth Rabbitt »

Lickum Stickum
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Post by Thaluikhain »

Oddly, being a troll (one of the options from the abridged rules in this book) isn't mention, but there are options for being creatures you need the full rules for. And there are apparently more types of really big things in there as well.
Ok, attacking with Lickum Stickum dagger:
Troll 5d=21 +41=62
Demon 4d=14 +19=33
demon takes 29(-4) =25
+30 from exploding dagger
+5 from spell
mr now 18
troll takes 4 con from spell (10 damage - 1/2 armour*2)

rolled a 10 for the spear so it loses 2 adds, is now 3d-1

using both spears:
troll 6d=15+35=50
demon 2d=9+9=18
demon takes 32-4=28

only does 18 damage, so I'm saying both lose one add, one spear is 3d and one is 3d-2
120
On each of the bodies, you find a gold necklace. When you remove the necklaces, the corpses seem to soak into the ground. If you try on a necklace, go to 153. Otherwise you seem to have trouble determining their value. You may take them and handle the matter later.
You may not explore the adjacent corridor or head towards the green glow.
Eduard Khil
Str 42 int 16 luck 14 Con 44/48 dex 15 cha 15 speed 14 +35 personal adds

Spear 3d, spear 3d-2, 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, 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).
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Post by Darth Rabbitt »

Check out the corridor. The green glow will probably kill us.
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Post by Thaluikhain »

145
The corridor goes on for 30 feet and ends in an open room with no doors. On the walls inside, you see various organs and skulls from all sorts of animals, many of which you do not recognise and some of which are humanoid. On another wall, there are scenes depicting a great fire burning through a city as the people are charred. The central feature in the room is an altar on which you see a black robe with Sxelba's symbol on the back and an obsidian sacrificial dagger. You may take these items, but be sure to write down when you are wearing the robe.
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Post by Darth Rabbitt »

Take them but don't put on the robe just yet.
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Post by SGamerz »

^This
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Post by Thaluikhain »

As you leave the room, you see a rather tall man wearing a cloak similar to the one you just took. If you are not wearing it (or chose not to take it), the man's reaction is not entirely friendly.
Presumably, Sxelba's minions are ok with trolls or troll skeletons, as long as they wear cloaks.
He fights with an obsidian dagger which gets 2 dice and 7 adds and is covered with dragon's venom. Additionally, he fights with a staff worth 2 dice. He has a CON of 50, gets 35 adds, and wears scale armour underneath his robes. If you kill him, go to 86. If you die, your body is teleported back to the continent and thrown over the walls of Freegore.
Ok...what's dragon's venom do? There are rules for curare, so could say all poisons are the same (triples effectiveness of edged weapon for 3 combat rounds). What's scale armour do? I think I'll say that's its the same as leather armour. Presumably he can use staff and dagger at the same time.
troll: 5d=25 +40=65
dagger: 2d=3 +7 =10. x3 =30 staff: 2d=8 total of 38 +35 =73
troll takes 8, -12 for armour, con 44

troll: 5d=9 +40=49
dagger: 2d=7 +7 =14. x3 =42 staff: 2d=3 total of 45 +35 =80
troll takes 31, -12 for armour, con 25

troll: 5d=17 +40 =57
dagger: 2d=7 +7 =14. x3=42 staff: 2d=9 total of 51 +35 = 86
troll takes 29, -12 for armour, con 8

Going to say poison will wear off like curare would

troll: 5d=15 +40 =55
man: 4d=14 +42 =56
troll takes 1, -12 for armour

troll: 5d=13 +40 =53
man: 4d=11+42 =53
draw

troll: 5d=21 +40 =61
man: 4d=13+42 =55
man takes 6, -6 for armour

troll: 5d=18 +40 =58
man: 4d=15 +42 =57
man takes 6, -6 for armour

troll: 5d=20 +40 =60
man: 4d=12 +42 =54
man takes 6, -6 for armour

troll: 5d=13 +40 =53
man: 4d=20 +42 =62
troll takes 9, -12 for armour

troll: 5d=16 +40 =56
man: 4d=8 +42 =50
man takes 6, -6 for armour

troll: 5d=17 +40 =57
man: 4d=13 +42 =55
man takes 2, -6 for armour

troll: 5d=19 +40 =59
man: 4d=7 +42 = 49
man takes 10, -6 for armour, con 24

troll: 5d=18 +40 =58
man: 4d=14 +42 =56
man takes 2, - 6 for armour

troll: 5d=12 +40 =52
man: 4d=14 + 42=56
troll takes 4, -12 for armour

troll: 5d=22 +40 =62
man: 4d=13 +42 =55
man takes 7, -6 for armour, con 23
Yeah, I've just discovered something of a flaw with the games rules, that you can have a matched pair of opponents unable to do much to harm each other indefinitely. At this rate it'd take another 40 odd rounds to finish this fight, so unless anyone objects, I'm going to say the unnamed tall man gets bored and wanders off, leaving Eduard Khil at 8 con.

86
Take 95 e.p. for the fight. He is wearing a gold symbol of Sxelba which is exactly like the necklaces. If you wish to try it on, go to 153, otherwise, you'll have to wait until the end of the adventure. You may also take the dagger if you wish (go to 74 should you choose to use it).
Anyway, you may continue on your journey through this temple to examine the glow, quickly return to the ship and head off to another island, or backtrack and go around the outside of the temple to explore the glow.
Eduard Khil
Str 42 int 16 luck 14 Con 8/48 dex 15 cha 15 speed 14 +35 personal adds

Spear 3d, spear 3d-2, 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, 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).
Last edited by Thaluikhain on Wed Nov 23, 2016 2:25 pm, edited 2 times in total.
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Post by SGamerz »

Try the necklace and examine the glow.
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Post by Thaluikhain »

Normally I'd wait a bit or until someone else voted, but I happen to like this bit:
As you put the necklace on, you feel your mind being torn out. You are now under control of the demons and will fight future characters instead of the small demons who would have normally fought. your soul is imprisoned until another character successfully defeats you. your demon will fight at full attributes and will generate 4 dice damage with its clawed hands. Leave your character's card at 36 until you are freed - by death.
There's a few times this sort of thing can happen in the book, I like the idea.

Assuming that that didn't happen, there are two different ways to reach the green glow (through the temple or out around the back). Or the option of traveling to another island.
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Post by SGamerz »

Through the temple.
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Post by Thaluikhain »

180
You reach the source of the green glow. It is a rectangular shaped doorway. In front of it (and guarding the entrance) is a huge, inanimate, green, humanoid creatures with horns, sharp claws, and red scales. Next to it is a plaque that reads. 'This door leads to the death of our master. Let only demons pass through in the hope of destroying the source. Death to all else who try.'
You may attempt to enter, return to your ship or attempt to use an item
Green with red scales? Sounds like a christmas decoration.
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Post by Darth Rabbitt »

Put on the robe and skull hat, use the healing jar on ourselves, then walk over to it as a troll-headed skeleton in a cultist robe (hopefully that looks demonic enough) and finally spray it with the blood bottle.
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Post by Thaluikhain »

That sounds like something that sound work, but no. In this case there's no penalties for using the wrong item, however. By process of elimination, then, or by the way the item matrix is set up (a FF style "add 20 to your reference" thing would have worked better), it would be apparent that Eudard Khil is not carrying the correct item.

You can try entering without using an item, or going back to the boat and going to another island:
Cave 7
Valeat 3
Freegore 7
Alsen 6
Kelsa 4
Esdurt 0
Kroan 4
Exit World 8
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Post by SGamerz »

Alsen
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Post by Darth Rabbitt »

Sure, I'll second that (might want to take of the robe and skull hat though).
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Post by Thaluikhain »

Random 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 2 and 4, so didn't catch.

181
You enter the port of Alscen without problem. You hire some guards to keep an eye on your ship for 25 g.p. (if you cannot afford the guards, you must leave). It is a normal city with two prominent features, Kalstain's palace and a shop with the sign 'Marton's magical trinkets'. You may enter the palace or go to the shop.
Not having 25 g.p. to hire guards, have to go somewhere else:
Cave 3
Valeat 3
Freegore 4
Kelsa 6
Esdurt 6
Kroam 5
Eduard Khil
Str 42 int 16 luck 14 Con 8/48 dex 15 cha 15 speed 14 +35 personal adds

Spear 3d, spear 3d-2, 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, 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). Sxelba robe, obsidian dagger
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Post by Darth Rabbitt »

Er, Kroam I guess? I don't think we've been there before.
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Post by SGamerz »

Sure, Kroam.
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Post by Thaluikhain »

Random encounter:
8
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.
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.
Rolled 2 and 3, so failed the saving, then rolled an emerald.

6
Beneficial current - The current takes 25% of your traveling time.
67
The island is a weird one. Everything is covered by a thick layer of mist. Looking through the mist, you see two things: a large rock formation 500 metres away and several very strange trees. You may go to the rock formation or you may explore the trees. If you just want to play it safe and leave for another island, go ahead.
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Post by Darth Rabbitt »

Go rock climbing since we have a grappling snake.
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Post by SGamerz »

Rock climbing
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Post by Thaluikhain »

Once you reach there, you find that it has a long stair-way going down into the earth. You may enter, examine the trees or leave for another island.
Assuming going down:

208
You begin to realize that the stairs are not only going down physically, but you feel yourself crossing from one dimension to another.
You are entering the realm of the dead! Spirits sense your living flesh and, although they prefer a different species, are trying to feed from you. This requires an item. For every failure, make a L4-SR on the average of your IQ, ST, and LK (35-(IQ +ST +LK)/3). Note that if you are only half-living, the roll is only 2nd level (25-(IQ+ST+LK)/3). If you fail, remove one point from one of your attributes, determined randomly. If you decide you do not have the proper item, quickly return to the surface at 67.
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Post by SGamerz »

The Mortis ointment seems made for this encounter.
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Post by Thaluikhain »

It does indeed, although the skull was mentioned before which also seems logical to try. If you enter the realms of the dead wearing it:
The skull disappears but your body remains a skeleton! Since you are in the realm of the dead and are now a skeleton, you are trapped forever as if you were truly dead. Your soul is trapped forever (count as destroyed).
But, not wearing the skull by wearing makeup instead:
You have successfully reached the upper reaches of the realm of the dead. If you have not talked to Kalstain...
Eduard Khil has talked to Kalstain.

207
You recognise Frietoc and call him over using his real name which Kalstain taught you (I won't print it because if everyone knew, the poor guy would get no rest). the ointment is beginning to wear thin, and you had better decided on your next course of action. Another item seems a good idea. Right now he seems (if you'll pardon my pun) pretty lifeless. The ointment will wear out in a few minutes. You have five guesses before the ointment wears off and you are trapped in the world of the dead forever!
Oddly, the section for using the ointment (if you've talked to Kalstain) is 207, the one immediately before the section asking you which item to use, which is 208.
Last edited by Thaluikhain on Fri Dec 02, 2016 8:27 am, edited 1 time in total.
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Post by Omegonthesane »

I'm sure they said jajuk was the requirement.
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