Let's play-Tunnels and Trolls: Amulet of the Salkti
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- Darth Rabbitt
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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.
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
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
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.
You may not explore the adjacent corridor or head towards the green glow.
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).
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).
- Darth Rabbitt
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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.
- Darth Rabbitt
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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.
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.
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
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
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.
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.
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).
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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Normally I'd wait a bit or until someone else voted, but I happen to like this bit:
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.
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.
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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180
Green with red scales? Sounds like a christmas decoration.
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
You may attempt to enter, return to your ship or attempt to use an item
- Darth Rabbitt
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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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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:
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
Valeat 3
Freegore 7
Alsen 6
Kelsa 4
Esdurt 0
Kroan 4
Exit World 8
- Darth Rabbitt
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Random encounter
7
Rolled 2 and 4, so didn't catch.
181
Not having 25 g.p. to hire guards, have to go somewhere else:
Eduard Khil
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).
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.
Cave 3
Valeat 3
Freegore 4
Kelsa 6
Esdurt 6
Kroam 5
Valeat 3
Freegore 4
Kelsa 6
Esdurt 6
Kroam 5
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
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
- Darth Rabbitt
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Random encounter:
8
9
Rolled 2 and 3, so failed the saving, then rolled an emerald.
6
67
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.
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.
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.
6
Beneficial current - The current takes 25% of your traveling time.
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.
- Darth Rabbitt
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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.
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.
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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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:
But, not wearing the skull by wearing makeup instead:
Eduard Khil has talked to Kalstain.
207
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.
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).
You have successfully reached the upper reaches of the realm of the dead. If you have not 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!
Last edited by Thaluikhain on Fri Dec 02, 2016 8:27 am, edited 1 time in total.
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I'm sure they said jajuk was the requirement.
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