Let's play-Tunnels and Trolls: Amulet of the Salkti
Moderator: Moderators
- OgreBattle
- King
- Posts: 6820
- Joined: Sat Sep 03, 2011 9:33 am
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
You are in a north-south corridor. To the west is a door with some writing on it. All you can make out is something like "Warning (smear) only". You can enter the room, go north or continue south.
You are at a bend in the passage. Roll to see if a random encounter happens. (5, it does not)
Can go east or south.
Can go east or south.
There is a slight earthquake, and part of the ceiling collapses, blocking off the entrance room. From now on, every turn you spend resting, roll one die. If the result is one, go to the Random Encounter Table 1 and face the encounter. You are now in an east-west passageway. to the east, you see a door. To the west, the passage bends.
If you are wearing any metallic armour, go to 51. If not, go to 189.
As you enter the room, all of your metallic equipment is ripped away from you and is now attached to a huge magnet. You may examine the magnet by going to 97, or wait a turn by going to 125.
Str 42 int 16 luck 14 Con 48 dex 14 cha 15 speed 14 +34 personal adds
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
76gp
grappling snake. 4 eggs (p90). amulet
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
76gp
grappling snake. 4 eggs (p90). amulet
-
- Prince
- Posts: 3698
- Joined: Sat Sep 26, 2009 3:55 pm
Examine the magnet (and find a way to smash it).
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
-
- Prince
- Posts: 3698
- Joined: Sat Sep 26, 2009 3:55 pm
Move into middle, since I would normally assume that's the "off" position. (Although I fully expect it's some mean spirited trick after being trained on Fighting Fantasy LPs.)
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
166
Given lack of spells or missiles, I'm guessing it's grab weapons. The wording suggests one weapon only, but is a little ambiguous. In any case, the orcs have MR of 29 each, so that's 6d +30 for them. That's a bit tough with just dagger or spear.
69
So, the mean spirited trick was either a double bluff or being attacked by two orcs.
Your equipment falls to the floor. Simultaneously, two orcs emerge from a secret door in the south wall. You have one free turn to cast a spell, grab a metal weapon that just fell, or fire a missile.
5d=18 +40=58
6d=16 +30=46
orcs take 12, mr 29 and 17
5d=15 +40=55
5d=18 +24=42
orcs take 11, mr 29 and 4
5d=19+ 40=59
4d=14+ 19=33
orcs take 26, mr 7
5d=11 +40=51
1d=1 +4=5
orcs take 46, mr-39
6d=16 +30=46
orcs take 12, mr 29 and 17
5d=15 +40=55
5d=18 +24=42
orcs take 11, mr 29 and 4
5d=19+ 40=59
4d=14+ 19=33
orcs take 26, mr 7
5d=11 +40=51
1d=1 +4=5
orcs take 46, mr-39
On each of the corpses, you find 25 gp and a medallion. This medallion demagnetises anything you touch as long as you touch it or it is on your person. This allows you to recover all of your items from the magnet and use them. You hear a click and realise that the magnet has shut itself off. Looking don the secret door, you see what looks like a huge ball blocking a corridor which leads from the door. You may examine the magnet further or leave the same way you entered.
- OgreBattle
- King
- Posts: 6820
- Joined: Sat Sep 03, 2011 9:33 am
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
The door only really leads back eventually to:
(With chance of random encounter on the way)
So the options are reduced to playing with the magnet or the carving.
Rick Troll/Eduard Khil/The Mulk
You have come to the end of the corridor. It is a dead end except for what looks like a carving dug into the south wall. You may head back north or try an item or spell. For every unsuccessful attempt a random encounter happens on a roll of 1, 2 or 3.
So the options are reduced to playing with the magnet or the carving.
Rick Troll/Eduard Khil/The Mulk
Str 42 int 16 luck 14 Con 48 dex 14 cha 15 speed 14 +34 personal adds
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
126gp
grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
126gp
grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions
Last edited by Thaluikhain on Tue Oct 18, 2016 2:06 am, edited 3 times in total.
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
I'll withdraw the The Mulk (since really that could be any big stupid fighter character in a gamebook--I'll save it for the next FF LP, if any) and instead vote for Eduard Khil (trololololo)
Mess with the carving.
Mess with the carving.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
Ok, so 2-1 for going all the way back (no random encounter rolled) to:
Rick Troll/Eduard Khil
You have come to the end of the corridor. It is a dead end except for what looks like a carving dug into the south wall. You may head back north or try an item or spell. For every unsuccessful attempt a random encounter happens on a roll of 1, 2 or 3.
Str 42 int 16 luck 14 Con 48 dex 14 cha 15 speed 14 +34 personal adds
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
126gp
grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
126gp
grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions
Last edited by Thaluikhain on Tue Oct 18, 2016 4:06 pm, edited 1 time in total.
-
- Prince
- Posts: 3698
- Joined: Sat Sep 26, 2009 3:55 pm
Carve a trollface with one of our spears.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
The de-magnet medallions don't work. They aren't even on the item matrix, I guess they are to explain why the magnet didn't bother them. Didn't say they had any weapons on them, but I guess the magnet would take their gold?
Also, got a random encounter
Rolled 8...fail
20 Damage, but can take 6x2 on armour, so only 8.
Also, got a random encounter
Bolt. You triggered a pressure plate and a poison bolt was fired out of the wall at you. Make a L4-SR on the average of your Luck And Dex. (35 -(Dex + Luck) /2). If you make it you avoid the bolt. If you fail, it hits you for 20 damage (this may be taken on armour)
20 Damage, but can take 6x2 on armour, so only 8.
Str 42 int 16 luck 14 Con 40/48 dex 14 cha 15 speed 14 +34 personal adds
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
126gp
grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
126gp
grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
The Amulet works.
174
No encounter, so can go either way.
You have successfully entered the room. It is empty except for a skull on a pedestal in the dead centre of the room. Closer examination reveals that the skull has diamonds for eyes. Also, the interior bones are missing, and the skull has been cut into two halves which are connected by a hinge in the back. You may wear the skull over your head. When you first try it on, you realise that the rest of your body has been turned into a skeleton and will remain that was until you remove the skull. Right now the skull has permitted you to see a secret door in the east wall. Whenever you reach a paragraph that begins with an "&" go immediately to the skull chart and find the effect. You may now leave through the secret door (which appears to be one-way).
You are in a north-south passage. Check to see if you meet a random encounter. if you survive you may go north to 8, or you may go south to 16.
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
The room is large and with a high ceiling. On wall wall, there is a small ledge protruding out. As you enter, the door closes and lock behind you. As thin layer of mist is suddenly gathering on the floor. You need to use an item there. On the first failure, your boots or armour will dissolve. On the second you must take 4 points of damage. On the third, you ankles dissolve to the pint where you fall and are dissolved.
Without flesh, there is less to dissolve. You now have only one turn to at correctly.
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
-
- King
- Posts: 6248
- Joined: Thu Sep 29, 2016 3:30 pm
Congratulations, you made it. Take 300 e.p. if you made it on your first try, 200 if on your second, and 100 if on your third. The tiles of the floor dissolved 25 thing gold sheets worth 50gp apiece. Also, a small piles of rocks which you did not notice dissolved revealing a skeleton with a small, very unusual key which you may now take. The doors here have now unlocked. You may leave by going to 8. If you came from 205, you cannot find the door and must leave through 8.
Back to:
You are at the end of a north-south passage. To your north there is a door. You may enter the door or go south.
You are in a north-south passage. Check to see if you meet a random encounter. if you survive you may go north to 8, or you may go south to 15.
You are in a north-south passage. Check to see if a random event occurs. If you survive, you may go north to 174 or south to 178.
Skeletons. Two skeletons who wander/guard the ruins find you and attack. Each has a MR of 30. They are immune to poison and edged weapons do 1/2 damage. Blunt weapons, however, do twice normal damage. if you kill them, they are worth 100 e.p. total.
5d=14 +40=54
8d=28 +30=58
4 damage on armour
5d=16 +40=56
8d=34 +30=64
8 damage on armour
5d=15 +40=55
8d=24 +30=54
1 damage to skeleton, mr 30 and 29
5d=20 +40=60
7d=36 +30=66
6 damage on armour
5d=15 +40=55
7d=18 +30=48
4 damage to skeleton, mr 30 and 25
5d=11 +40=51
7d=25 +28=53
2 damage on armour
5d=13 +40=53
7d=20 +28=48
3 damage to skeleton, mr 30 and 22
5d=13 +40=53
7d=26 +26=52
1 damage to skeleton, mr 30 and 21
5d=13 +40=53
7d=19 +26=45
4 damage to skeleton, mr 30 and 17
5d=18 +40=58
6d=27 +24=51
4 damage to skeleton, mr 30 and 13
5d=19 +40=59
6d=21 +22=43
8 damage to skeleton, mr 30 and 5
5d=13 +40=53
5d=22 +18=40
6 damage to skeleton, mr 29
5d=17 +40=57
3d=12 +15=27
15 damage to skelton, mr 14
5d=15 +40=55
2d=4 +7 =11
skeleton takes 22, mr 8
5d=14 +40=54
8d=28 +30=58
4 damage on armour
5d=16 +40=56
8d=34 +30=64
8 damage on armour
5d=15 +40=55
8d=24 +30=54
1 damage to skeleton, mr 30 and 29
5d=20 +40=60
7d=36 +30=66
6 damage on armour
5d=15 +40=55
7d=18 +30=48
4 damage to skeleton, mr 30 and 25
5d=11 +40=51
7d=25 +28=53
2 damage on armour
5d=13 +40=53
7d=20 +28=48
3 damage to skeleton, mr 30 and 22
5d=13 +40=53
7d=26 +26=52
1 damage to skeleton, mr 30 and 21
5d=13 +40=53
7d=19 +26=45
4 damage to skeleton, mr 30 and 17
5d=18 +40=58
6d=27 +24=51
4 damage to skeleton, mr 30 and 13
5d=19 +40=59
6d=21 +22=43
8 damage to skeleton, mr 30 and 5
5d=13 +40=53
5d=22 +18=40
6 damage to skeleton, mr 29
5d=17 +40=57
3d=12 +15=27
15 damage to skelton, mr 14
5d=15 +40=55
2d=4 +7 =11
skeleton takes 22, mr 8
You are in a north-south corridor. To you west there is a door. If you chose to enter the room, go to 119. If not, you may go north to 15 or south to 6.
Str 42 int 16 luck 14 Con 40/48 dex 14 cha 15 speed 14 +34 personal adds
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
1376gp 400ep
grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
1376gp 400ep
grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions