Let's Play Secrets of Salamonis (#70) redux?

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Dogopolis
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Let's Play Secrets of Salamonis (#70) redux?

Post by Dogopolis »

Previous try: viewtopic.php?t=58100

Anybody want to try this one again? I think it's a good book, probably the best non-puffin. Last time round you got into trouble due to not picking up much Amanour and missing out on special skills. I think JourneymanNoob was a bit stingy with just 1 life. I would propose a bank of 12 "help points".

2 help points will move you back 1-2 decisions.
3 points will give a full STAMINA refresh, (even from 0) or move you all the way back to the last point you still could technically win or any point you name.
4 points will take you back to what I consider the most optimal decision change you could make.
As long as your total is 1 or more can use help points even if it would take you below zero, so if you have 1 remaining you can go to -3

Copying from JourneymanNoobs start.
HOW WILL YOU START YOUR ADVENTURE?
The book you hold in your hands is a gateway to another world – a world of dark magic, terrifying monsters, brooding castles, treacherous dungeons and untold danger, where a noble few defend against the myriad schemes of the forces of evil. Welcome to the world of FIGHTING FANTASY!

You are about to embark upon a thrilling fantasy adventure in which YOU are the hero! YOU decide which route to take, which dangers to risk and which creatures to fight. But be warned – it will also be YOU who has to live or die by the consequences of your actions.

Take heed, for success is by no means certain, and you may well fail in your mission on your first attempt. But have no fear, for with experience, skill and luck, each new attempt should bring you a step closer to your ultimate goal.

Prepare yourself, for when you turn the page you will enter an exciting, perilous FIGHTING FANTASY adventure where every choice is yours to make, an adventure in which YOU ARE THE HERO!

How would you like to begin your adventure?
IF YOU ARE NEW TO FIGHTING FANTASY …
It’s a good idea to read through the rules which appear on pages 355-365 before you start.
IF YOU HAVE PLAYED FIGHTING FANTASY BEFORE …
Make sure you’ve read the special rules concerning AMONOUR and the Wheel of the Week on page 364 and don’t forget to enter your character’s details on the Adventure Sheet, which appears on page 366.
ALTERNATIVE DICE
If you do not have a pair of dice handy, dice rolls are printed throughout the book at the bottom of the pages. Flicking rapidly through the book and stopping on a page will give you a random dice roll. If you need to ‘roll’ only one die, read only the first printed die; if two, total the two dice symbols.
Obviously, a pair of dice is available for every die roll that needs to be processed in this adventure.

HOW TO FIGHT THE CREATURES OF TROLLTOOTH PASS
Before embarking on your adventure, you must first determine your own strengths and weaknesses. However, unlike other Fighting Fantasy gamebooks, in Secrets of Salamonis, your starting scores are fixed. On page 366 there is an Adventure Sheet which you may use to record details of an adventure. You will find on it boxes for recording your SKILL, STAMINA and LUCK scores.

You are advised either to record your scores on the Adventure Sheet in pencil or to make photocopies of the sheet for use in future adventures.

Those who are familiar with the Fighting Fantasy rules should note that there are some new rules in this book.
For the purposes of this thread, the Adventure Sheet will be hand-made and periodically displayed.

SKILL, STAMINA AND LUCK
Your starting scores are as follows:

• Your SKILL score is 6. Enter this number in the SKILL box on the Adventure Sheet.
• Your STAMINA score is 12. Enter this number in the STAMINA box.
• Your LUCK score is 6. Enter this number in the LUCK box.

SKILL reflects your swordsmanship and fighting expertize; the higher the better. STAMINA represents your strength; the higher your STAMINA, the longer you will survive. LUCK represents how lucky a person you are. Luck – and magic – are facts of life in the fantasy world you are about to explore.

SKILL, STAMINA and LUCK scores change constantly during an adventure, so keep an eraser handy. You must keep an accurate record of these scores. But never rub out your Initial scores. Although you may receive additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores, except on very rare occasions, when instructed on a particular page.
BATTLES
When you are told to fight a creature, you must resolve the battle as described below. First record the creature’s SKILL and STAMINA scores (as given on the page) in an empty box on the Enemy Encounter Sheet found on page 367. The sequence of combat is then:

1. Roll both dice once for the creature. Add its SKILL score. This total is the creature’s Attack Strength.

2. Roll both dice once for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.

3. If your Attack Strength is higher than that of the creature, you have wounded it. Proceed to step 4. If the creature’s Attack Strength is higher, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from step 1 above.

4. You have wounded the creature, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see ‘Using Luck in Battles’ below).

5. The creature has wounded you, so subtract 2 points from your own STAMINA score. Again, you may use LUCK at this stage (see below).

6. Make the appropriate adjustments to either the creature’s or your own STAMINA scores (and your LUCK score if you used LUCK) and begin the next Attack Round (repeat steps 1-6).

7. This continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).
FIGHTING MORE THAN ONE OPPONENT
In some situations, you may find yourself facing more than one opponent in combat. Sometimes you will treat them as a single adversary; sometimes you will be able to fight each in turn; and at other times you will have to fight them all at the same time! If they are treated as a single opponent, the combat is resolved normally. If you have to fight your opponents one at a time, as soon as you defeat an enemy, the next steps forward to fight you! When you find yourself under attack from more than one opponent at the same time, each adversary will make a separate attack on you in the course of each Attack Round, but you can choose which one to fight. Attack your chosen target as in a normal battle. Against any additional opponents, you roll for your Attack Strength in the normal way, but if it is greater than your opponent’s, in this instance you will not inflict any damage. If your Attack Strength is lower than your adversary’s, you will have to settle the outcome against each additional adversary separately.
ESCAPING FROM BATTLES
On some pages you will be given the option of Escaping from the battle. You may only Escape if it is offered to you on the page. If you do run away, the creature automatically scores one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice. You can use LUCK on this wound in the normal way (see ‘Using Luck in Battles’ below).
LUCK
Sometimes you will be told to Test Your Luck. As you will discover, using LUCK is a risky business. The way you Test Your Luck is as follows:

Roll two dice. If the number rolled is equal to or less than your current LUCK score, you have been Lucky. If the number rolled is higher than your current LUCK score, you have been Unlucky.. The consequences of being Lucky or Unlucky will be found on the page. Each time you Test your Luck, you must subtract one point from your current LUCK score. So, the more you rely on luck, the riskier this becomes.
USING LUCK IN BATTLES
In battles, you always have the option of using your LUCK either to score a more serious wound on a creature, or to minimize the effects of a wound the creature has just scored on you.

If you have just wounded the creature, you may Test your Luck as described below. If you are Lucky, subtract an extra 2 points from the creature’s STAMINA score (i.e. 4 instead of 2 normally). But if you are Unlucky, you must restore 1 point to the creature’s STAMINA (so instead of scoring the normal 2 points of damage, you have now only scored 1).

If the creature has just wounded you, you can Test your Luck to try to minimize the wound. If you are lucky, restore 1 point of your STAMINA (i.e. instead of doing 2 points of damage, it has done only 1). If you are Unlucky, subtract 1 extra STAMINA point.

Don’t forget to subtract 1 point from your LUCK score every time you Test your Luck.
For the purposes of this Let’s Play, the attack rounds will be resolved all at once. I will generally only consider using Luck in battles if our hero has less than 7 Stamina points. For such battles, I will ask how Luck should be used to improve the odds of winning the fight. In battles where Escape is an option and our hero has less than 7 Stamina points, I will also ask when to run from the battle.

RESTORING SKILL, STAMINA AND LUCK
SKILL

Occasionally, a page may give instructions to alter your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. Your SKILL score can never exceed its Initial value unless specifically instructed.

STAMINA AND PROVISIONS

Your STAMINA score will change a lot during your adventure. As you near your goal, your STAMINA level may become dangerously low and battles may be particularly risky, so be careful!

You may restore your STAMINA score by resting, drinking magic potions or eating Meals. You do not start the game with any Provisions, but you may acquire some during the course of your adventure. If you do, keep track of how many Meals you have left using the Provisions box on your Adventure Sheet. You may only eat one Meal at a time, and you may not eat Meals when you are engaged in combat. When you eat a Meal, regain up to 4 STAMINA points and deduct 1 from your Provisions.

Don’t forget that your STAMINA score may never exceed its Initial value unless specifically instructed by the text.

LUCK

You will find additions to your LUCK score awarded when you have been particularly Lucky. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value unless specifically instructed on a page.
EQUIPMENT AND MONEY
During the course of your adventure, you will doubtless come across various items that you will want to take with you. If you do, make sure that you record them in the Equipment List box on your Adventure Sheet.

Any money you collect must be recorded in the Money box on your Adventure Sheet.

You will discover what equipment you possess at the start of the adventure when you begin to read Secrets of Salamonis.
AMONOUR
AMONOUR is a term used in Salamonis and other settlements in the Vale of Willow to signify a person’s fame and fortune. Many people consider a high AMONOUR to be more valuable than gold and swear by it as an indication of genuine honesty. AMONOUR can be increased by performing daring feats of heroism but can be decreased by behaving in a dishonourable way. At the start of Secrets of Salamonis you have no reputation or fortune to speak of and so your AMONOUR score starts at zero and cannot drop below this figure.
SPECIAL SKILLS
During the course of your adventure, you may acquire one or more Special Skills. If you do gain a Special Skill, make sure you tick it off on your Adventure Sheet. You will learn how a particular Special Skill works when you acquire it.
THE WHEEL OF THE WEEK
As your adventure progresses, you will need to keep track of what day of the week it is. The first day of the Allansian week is Stormsday, followed by Moonsday, Fireday, Earthday, Windsday, Seaday and Highday. Highday is followed by Stormsday. If you are told to move the Wheel of the Week on a certain number of days, count on that number of days and make a mark in the segment you land on.
HINTS ON PLAY
It will probably take you several attempts to make your way through Secrets of Salamonis. Make notes and draw a map as you explore – this map will be useful in future adventures and help you identify unexplored areas.

Not all locations contain treasure; many merely contain traps and creatures. There are many ‘wild-goose chase’ passages, and while you may progress through to your ultimate destination, it is by no means certain that you will win.

May the luck of the gods go with you on the adventure ahead!

TWO HEADS ARE WORSE THAN ONE
‘So, what do we do with it? Stick it?’

The voice is deep, gruff and menacing, and no doubt belongs to a large creature of some kind. A language user, so possessed of some intelligence, but probably none too friendly by the sounds of it. Instinct warns you to avoid whoever – or whatever – has started this conversation.

Although the light is dim, your eyes soon become accustomed to the darkness. You are in a large cavern lit only by the soft light from glowstones. An unpleasant smell hangs in the air. It is the smell of decaying food. The entrance lies a short distance away, but to reach it you will doubtless have to face the creature that calls the cave home. It is then that you notice a roughly made wooden door in the wall of the cave to your right.

‘Hungry,’ comes a second voice. ‘Eat!’

That is not what you wanted to hear. What’s more, there are at least two creatures in the cave with you. However, the second voice sounded a little softer, and not as fearsome as the first.

The creatures do not appear to be aware that you are awake, and that’s the way you would like it to stay. But you are curious to know what you are dealing with.

Your wrists and ankles have not been bound, so you get to your feet and tiptoe quietly around the edge of the cave. You peer around a large boulder, and there before your eyes is one of the most bizarre creatures you have ever seen.

An Ogre itself would be a fearsome sight, but this one has two heads. A two-headed Ogre! A rare and dangerous beast indeed, especially when both heads are angry at the same time – with each other!

YOUR ADVENTURE AWAITS!

May your STAMINA never fail!
NOW TURN OVER…

1
‘Hungry?’ one head says gruffly, looking scornfully at the other. ‘Frannish eat too much, fat belly wench!’

The Ogress is clearly taken aback by this outburst. She fixes the other with a glare that could melt ice: ‘You drink too much Orc Ale. Wake up with sore head. Not me who make head sore. You drink all night. And fight. Frannish not want drinking or fighting. Wake up in jail! Mannish is disgrace.’

‘Ach! But you not clean cave. Home messy. Bones on floor, twigs, loincloths, Hobbit carcass. All over fur-skin sleep blanket. Cave stinks…’

‘If Mannish put things away where they belong, Frannish not fight over clean cave.’

The argument is in full flow now and looks like it could turn into an angry clubbing match at any moment. So, what to do?

Wait for the Ogre to exhaust itself, battling with itself?       Turn to 22
Creep quietly around the edge of the cave and make for the exit?       Turn to 63
Make a dash for the entrance?       Turn to 169
Draw your sword and attack the brute?       Turn to 3
Try the door to your right?       Turn to 231

Image

Since nobody voted, I will have our hero make a dash for the entrance.

169
Taking your life in your hands, you run for the exit. Your pounding footsteps echo from the cave walls and then you hear the surprised shouts and grunts of the Ogre, and then the sound of it coming after you.

With the two-headed Ogre in hot pursuit, you sprint out of the cave. As you do so, you pass a small figure crouching just inside the entrance. The little man is dressed in bright green clothes, and has pointed ears, bright orange hair and a wicked grin on his face. ‘Mind how you go,’ he says with a cheery wave as you run past him. Turn to 211.

211
Outside the cave, dusk is falling and the shadows are thickening between the trees. As you are wondering which way to go your ears prick up. In the far distance you can hear a high-pitched screeching sound.

‘Something wicked this way comes,’ says a voice at your feet. It is the little man again. He has followed you out of the cave.

The sound is getting closer. You look up at the darkening sky, peering into the night in the hope that you might catch sight of whatever is making the noise. It must be some kind of animal.

‘What is coming?’ you turn to ask your strange companion, but he has vanished.

The sound is getting very loud now. It is more like a screaming than a screeching, and you cover your ears against the terrible din. You are filled with a dreadful fear and, not really knowing what you are doing, start to run.

The trees press in on you from every side, while the noise is so loud now it is as if the whole sky is screaming. And then, in the darkness, you hit your head on a low branch. Turn to 475.

475
You open your eyes slowly. Your head is aching. The bright sunlight isn’t helping.

Bright sunlight? But night was falling just a moment ago! What is going on? Where are you?

‘Anyone know this passenger?’ comes a voice from nearby. ‘That was a nasty crack on the head. Thank the gods you’re all right. Shame the same can’t be said for your backpack.’

You feel the splash of water on your face and your vision comes into focus at last. You are in a longboat, and one of several passengers by the look of things. It wasn’t a branch that hit you on the head, it was one of the oars! (Lose 1 STAMINA point.) You’ve been dreaming! As your vision clears, so does your mind, and suddenly you know where you are.

Your journey began twelve days ago. You left your home, having saved enough to pay for the voyage eastward to the fabled Kingdom of Salamonis. This was a journey first by camel-drawn caravan across the Windward Plains and then aboard a fleet of cargo-bearing longboats moored on the Whitewater River.

Perhaps it was a little foolhardy, travelling alone at your age. Indeed, you were almost tempted to turn back on the seventh day, as you left the plains and boarded one of the boats. In the confusion, your backpack and all its contents were lost. Or perhaps stolen? You may never know the truth. But you hold out a faint hope that you will be reunited with your backpack and its contents once again. Perhaps it will turn up in Salamonis.

The pack contained some personal items of sentimental value, in particular your favourite book – Longbeard’s Legends of the Windward Plains. There was also a short sword given to you by your grandfather, a change of underwear – your mother insisted – a few personal mementos, and all the money you had in the world. Admittedly, it wasn’t a lot, but now you are penniless. Your only remaining possessions are the clothes you are wearing, and you have had nothing to eat for three days. Your mother would weep to see you in such a state.

But you were determined to reach your destination – after all, your father was firm that you should get yourself an education, and the city is famed throughout the world as a centre of learning. You were enchanted long ago by the tales of Salamonis and its great riches, which your beloved Uncle Bunkle would read to you from Longbeard’s book. But since the book disappeared with your backpack, all you have left is your memories of these wonderful stories. Of course, you knew each tale from start to finish: the heroes, the creatures, the treasures and the dangers. But you wanted to see the places described within them for yourself. To follow your dream. For you there was no turning back. Turn to 27.

Image

27
Image
At the dockside: Nanoc the tall Strongarm, Ruznik Ullsen whose advice will be helpful, and Healing Hans who has remedies for all ailments

It is mid-afternoon when you finally arrive at Whitewater Landing, Salamonis’s West Port. As the longboat slows and prepares to dock, the quay becomes a hive of activity. Miscellaneous wharf rat types appear from nowhere to attend to the boats. Ragged porters bustle about on the gangplanks, offering to carry luggage into town, mend leaks or swab the decks. The stevedores are an unkempt lot, generally wearing well-used clothing and worn-out sandals. They busy themselves, trying to find some way of making a few coins from the new arrivals. Enough to feed themselves or, more likely, enough to drown their sorrows at the nearest inn.

Those who are not capable of physical work become beggars. Indeed, beggars on makeshift crutches are all around the docks. They are infuriatingly persistent, hopping awkwardly alongside their victims with non-stop jabber and pleading, like a swarm of stingflies. They have learned that, if some victims are reluctant and do not make a donation straight away, just annoying them will usually get the same result in the end.

You have no luggage, so you are grateful you do not to have to deal with porters. You disembark from the longboat along with your fellow travellers: a Flatlands Barbarian by the name of Nanoc and a rotund herbalist who goes by the name Healing Hans. No sooner are you standing on the quayside than a middle-aged man wearing voluminous robes hurries over to you. ‘Would you be interested in a map of Salamonis?’ he asks. ‘No visitor to our fine city should be without one. They are only one Salacoin each, after all.’

You explain that you lost your backpack on the way here and have no money to buy anything.

‘How unfortunate,’ the man says, looking up and down. ‘You have an honest face, and never let it be said that Ruznik Ullsen abandoned anyone in need. I mean, what sort of welcome would that be to the greatest city in all Allansia? So, on this occasion, my information comes for free.’

A little local knowledge could prove invaluable, so what do you want to ask the man about Salamonis?

‘Is it true the streets are paved with gold?’       Turn to 47
‘Where can someone new to the city find work?’       Turn to 97
‘What coinage is used in Salamonis?’       Turn to 178
‘Who is in charge?’       Turn to 234
‘Can you tell me more about the great centres of learning?’       Turn to 138


Adventure Sheet
???
SKILL: 6 Initial Skill: 6
STAMINA: 11 Initial Stamina: 12
LUCK: 6 Initial Luck: 6
AMONOUR: 0
MONEY: 10 Salacoins = 1 Gold Piece
0 Gold Pieces
0 Salacoins
PROVISIONS REMAINING: 0
ITEMS OR EQUIPMENT CARRIED:
Clothes
SPECIAL SKILLS:
(None)
THE WHEEL OF THE WEEK:
Stormsday

So anybody interested in trying this one again?
Last edited by Dogopolis on Wed May 22, 2024 11:48 am, edited 2 times in total.
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Beroli
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Beroli »

Sure thing!

And if we're picking up there, ask where we can find work.
Dogopolis
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Dogopolis »

I would suggest you visit the Adventurers’ Guild as soon as possible. The Guildmaster is a retired adventurer himself. He posts up any jobs that are going on a board outside the front entrance. However, you will want to make sure you keep far away from the King’s Tax Collector, Odious Pinchpenny. He has a habit of taking a little extra for his own operating costs.”


‘Where will I find him?’ you ask.

‘Don’t worry, my friend,’ Ruznik says with a chuckle. “He'll find you.’

What do you want to ask your new friend now?

"Is it true that the streets are paved with gold?"

'What coinage is used in Salamonis?’

'Can you tell me more about the great centres of learning?’
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deaddmwalking
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by deaddmwalking »

It seem like asking if the streets are paved with gold is very silly, but I'm curious to know what happens if we ask something like that. We didn't ask before. Given a chance to do it again, I would like to know what happens when we ask it. So that's my vote. :)
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Beroli
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Beroli »

Great centres of learning.
Thaluikhain
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Thaluikhain »

Half vote for gold paving stones related question.
SGamerz
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by SGamerz »

Ask about centres of learning. If we failed last time partly due to missing out on learning special skills, this is probably the type of options that was supposed to help in that area.
Dogopolis
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Dogopolis »

Asking about learning wins out.
Well, Salamonis is renowned throughout all Allansia for its ancient and extensive library, And, of course, a few leagues from here, in the Forest of Yore, Vermithrax Moonchaser has his school of magic, but I don’t think he's taking on any new apprentices at present. If it’s some basic magic you're after, I could teach you Spelling, No, not that sort of spelling! As in magic spells! But if it's your combat skills you're looking to improve, there's no better way than to learn on the job with the Strongarms, providing protection for one of the many merchant caravans that cross the plains. Then again, there are rumours of a Training Ground ~ or Testing Ground, I'm not sure which in the Forest of Spiders away to the north, but | wouldn't know about that,
-------------------------------------------

Answer to the gold question would be

“No, the streets are not literally paved with gold, but Salamonis is seen as a city of great wealth”, Ruznik explains, ‘amd therefore attracts the usual opportunists looking to make a better life for themselves: fortune hunters; adventurers, homesteaders, scavengers and axsorted ne‘er-do-wells.

These newcomers need to establish themselves and take jobs at-any wage. So, they compete with the locals for work especially for menial jobs. And this is a grave concern amongst the peasantry, who blame their lack of employment on the constant influx of new arrivals willing to work at near-slave rates. So you ean see why visitors are not much liked in Salamonis.’

‘Bearing in mind that you are currently penniless,’ Ruznik goes on, "you might want to ask at the Slime and Swine Guttery about a job. You'll get paid by the day, so at least you'll be able to feed yourself, Maybe even find a place to sleep. Pigboy Snouter farms hogs and specializes in Razorbacks. But even the poorest Salamonian wouldn't take one of Snouter’s jobs. It is simply beneath their dignity. However, in your case, you may decide that beggars can't be choosers. Then tomorrow you can look for work at the Adventurers’ Guild,’ Taking one of his maps, he circles three locations: your current position, the Slime and Swine Guttery, and the Adventurers’ Guild. (Add the City Map to your Equipment List.) Good advice from Ruznik, you think, but there is another option. You are still bitter about the loss of your backpack and its contents, which has left you with nothing, and have been thinking about other ways of making money. Some of these are, shall we say, not entirely honourable. Or lawful,
---------------------------------------
At that moment, an elderly noblewoman and her entourage disembark from a fine barque on to the quayside. Having an eye for a heavy tipper, Ruznik bids you good luck and farewell and bustles off to see if he can be of assistance to the noblewoman, waving a handful of maps to attract her attention,

It's probably wise to leave the Whitewater Landing area as soon as possible, but you are still curious about the docks and the people who make a living here. A makeshift marketplace has already sprung up and traders are bawling their wares to their customers, But what good is a market to you if you don’t have any money?

Do you have a City Map?
We do
---------------------------------------------
Looking at the map Ruznik gave you, you see the location of the Adventurers’ Guild quite clearly, it is close to the Bazaar, while Pigboy Snouter’s Slime and Swine Guttery lies outside the city walls, beyond the West Gate. What do you want to do?

Visit the Adventurers’ Guild?
Make your way to the Slime and Swine Guttery?
Explore the Docks?
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deaddmwalking
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by deaddmwalking »

Last time we tried to find our backpack in the docks and it didn't work out so well. This time I think we should go right to working for near slave-wages at a menial job. Let's go to the Slime and Swine Guttery.
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Dogopolis »

You follow the path north-west from the port in the direction of West Gate. Along the way you check with passers-by that you are heading in the right direction, but why does everyone laugh when they hear you are going to ”Snouter’s?

When the wind changes direction, you realize why, The stench is absolutely horrendous! The Guttery itself is little more than a ramshackle hut buzzing with flies. As soon as you set eyes on the owner, you understand why he’s called ‘Pigboy’ Snouter, and it has nothing to do with the fact that he deals in pig guts. He looks like one!

“You looking for work?’ Snouter calls to you. He is wearing a filthy apron that is smeared with blood and much worse, ‘How did you know?’ you ask. Snouter laughs. ‘It’s the only reason anyone comes here, otherwise we have to go to them!"

Do you want to tell Snouter that you are indeed here looking for work or do you think it would be
wiser to turn on your heel and head back into town?
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by deaddmwalking »

Tell him we're looking for work.
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Beroli »

Looking for work.
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Thaluikhain »

for work.
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Dogopolis »

You follow Snouter inside the hut, wondering how long you can hold your breath for. This is where Snouter and his younger brother Jowler undertake what is surely the most disgusting job in all of Salamonis. They process the rotting guts of dead pigs, fish and other odorousty decaying animals.

Clearly Snouter’s hygiene is lax and for some, such work is too much to bear. They get physically sick on the job, which only adds to the stench! It’s said that both Snouter and Jowler can only run the business because they have no sense of smell whatsoever. However, the Guttery has a reputation for producing the finest rotten entrails in Allansia, Once suitably decomposed, the Guttery’s products are exported, mainly to Shazaar, where the acidic slime is considered a rare delicacy, forming the basis of a piquant gravy known as lamoy.

‘Look,’ Snouter admits. ‘I know it isn't a glamorous job. Some people can't stand it for longer than a couple of hours, But just stick it out and I'll pay well for a fair day's work. And it's tax-free!’ he says. ‘After all, a hog may have habits that disgust, but who would turn his nose up at its meat?’

If you can just put up with the stink fora few hours, this seems a good way to make a decent wage 5 Salacoins for a day’s labour — and so you shake Snouter’s hand and set to work. You are given the job of separating the fish guts from swine fat. The stench is almost overwhelming,

Roll one die. If you roll 4-6…
We roll a 5
It’s not long before the stink makes you gag. Will your nose and your stomach be strong enough to last a day of this nasal torture? (Deduct 2 stamina points and, if you rolled a6, you must also permanently lose 1 skill point.) De you want to stick it out, in the hope of receiving a fair day’s pay for a day's work or do you want to quit before your nose suffers irreversible damage?
SKILL: 6/6
STAMINA: 9/12
LUCK: 6/6
AMONOUR: 0
MONEY: 10 Salacoins = 1 Gold Piece
0 Gold Pieces
0 Salacoins
SGamerz
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by SGamerz »

Stick it out
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Thaluikhain »

Stick it out
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Beroli
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Beroli »

Stick it out.
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Dogopolis »

You stick at it all day and suffer no more ill effects. As they say, that which doesn't kill you makes you stronger. Snouter appreciates your help and at the end of the day hands over 5 Salacoins, (Record the 5 Salacoins on your Adventure Sheet and gain 2 AMONOUR points.) He also offers you another day’s work, but you have had enough.

‘T understand,” he says. “But you've done a good job. Perhaps | can tempt you with another offer, I'll give you 2 Salacoins for each new worker you recruit. I've just had a big order in from Shazaar; if | don't get more workers, I'm going to have to turn the order down.’

It’s a no-lose situation, If you come across a section with a pig’s head symbol next to it, you can roll one die. If you roll a 4-6, you have just recruited a worker to Snouter’s Guttery, Keep track of how many workers you recruit in this way on your Adventure Sheet,
--------------------------------------------
Leaving the Guttery, you head back into town, hoping you can leave the foul stench of the place behind you soon too, Do you have the Beggar’s Mark?
--------------------------------------------
We do not.
The sun is lower in the sky now. The day is wasting away, Do you want to return to the Docks and take a look around or do you want to make your way to the Adventurers Guild?
SKILL: 6/6
STAMINA: 9/12
LUCK: 6/6
AMONOUR: 2
MONEY: 10 Salacoins = 1 Gold Piece
0 Gold Pieces
5 Salacoins
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by deaddmwalking »

With some money in our pocket maybe we can get registered with the Adventurer's Guild now?
-This space intentionally left blank
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Thaluikhain »

Yeah, we can try that.
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Beroli »

Back to the docks. We know from the previous attempt that we have only half as much as we need to get our backpack back, which is a quarter of the price of an adventurer's guild permit.
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by SGamerz »

Docks
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Dogopolis »

2-2 split, I'll break by going to the docks
As you soon learn, this area is actually called the Boondocks, since the goods and visitors that arrive hereare considered a boon to the city. There are all manner of hawkers peddling goods, and costermongers pushing their handcarts before \ them, crying “wi » ‘Bread!’ ro ' "Pie ‘Fish!’ i and ‘Meat pies!’

Suddenly you catch sight of a young urchin pushing his way through the crowd with a large backpack slung across his shoulders. Hang on, is that your backpack? You shout for the boy to stop, but instead he takes off into the mass of pedlars and their customers who are crowding the quayside. You set off in pursuit but soon lose him in the throng, only to run slap-bang into a pair of burly guards, wearing helmets and breastplates, bearing the arms of the port authority.

‘Oi!’ snaps the taller of the two. ‘Look where you're going!” Now’s your chance! If you want to, you could try reporting the loss of your backpack to the guards or you could just apologize and get out of their way as quickly as possible
We also have a pig icon. Rolling a 6 gets us a recruit for Snouter.
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Beroli »

Report it, we want the trinket.
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Re: Let's Play Secrets of Salamonis (#70) redux?

Post by Dogopolis »

‘Sirs,’ you say, ‘during my voyage here I lost my backpack and everything in it. Who should I report this to?’ ‘Anyone you want,’ says the shorter of the two guards. ‘It won’t matter. No one will take any notice. And if they do find your pack, they'll most likely just keep it for themselves! Hah,hah!’ ‘Now move along,’ says the taller guard, giving you a shove. Losing your balance, you fall to the ground, grazing your knees. (Lose 1 STAMINA point.)

However, now you are so close to the ground, you catch sight of a trinket that someone must have dropped. You're not sure if it’s worth anything or if it is only of sentimental value, but you decide to keep hold of it and pop it in your pocket just in case, either with a mind to returning it to its owner in due course or of selling it to a pedlar yourself to raise some much-needed cash, (Add the Trinket to your Equipment List.)

The Boondocks are populated by all manner of shadylooking characters, and animals too, Packs of hungry dogs and feral cats roam the area in search of scraps of meat. Suddenly a fight breaks out amongst the feral animals. A high-pitched screech rises and ends when a dog, clearly in pain, limps away from the fight, not far from where you are sitting. You'd swear the animal issued a curse as it ran away. But no, you must have been mistaken, Dogs can't talk, can they?
--------------------------------------
One day those bully boys will get what’s coming to them,’
comes a gruff voice from behind you. You turn to see one of your companions from the longboat standing there. It is Nanoc the Barbarian. “They wouldn't treat a Strongarm like that, that’s for sure.
There is no doubting Nanoc’s profession. With a physique and a short temper, this mountain of a man strikes an imposing figure on the dockside, but his presence makes you feel slightly less anxious. You're sure that if you could tag along with him, you wouldn't run into any more trouble and so you start to make small talk with the Barbarian, asking him whether he is pleased to be in Salamonis.

For the last five years, | have worked as a Strongarm and risen to the rank of Captain,’ he tells you. “My travels have taken me to the four comers of Allansia, When I was younger, | enjoyed the excitement of new sights, new places, new people. But now I just want an easier life. I have seen little of my wife, Tabatha. It's time to settle down. perhaps start a family. Salamonis is my home. | promised Tabatha that after that last job, I wouldn't take on anymore Strongarm work. You're just starting out in the world, and the Barbarian is looking to retire.

‘Which way are you headed?’ he asks. If you're looking
for adventure, you'll be wanting the Adventurers’ Guild.’

How will you reply?

"Yes, I'm heading to the Adventurers’ Guild”

No, I'm going to look for some work here at the Boondocks.”
SKILL: 6/6
STAMINA: 8/12
LUCK: 6/6
AMONOUR: 2
MONEY: 10 Salacoins = 1 Gold Piece
0 Gold Pieces
5 Salacoins
1 guttery employee found

Possessions: Trinket
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