Tunnels & Trolls Deluxe: That Flighty Temptress, Adventure

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Player Characters

NPCs

  • Grimwald, barkeep at The Royal Crystal in the city of ShaRass (also known as Karthaki)
  • Dakgu, fence and general ne'er do well in the city of ShaRass (also known as Karthaki); can be found in the bazaar most of the time

Patrons

Antagonists

  • Lizardmen and wild packs of uruks can be found in The Scorpion Lands

Others

  • Anton AuBrannian - Grei's second oldest brother, a militiaman for the city of ShaRass (also known as Karthaki)

Plot Hooks & Notes

  • Grei's older brother (one of two), Anton, has suddenly come back into her life and has met the party. He is a member of the militia that guards the city of ShaRass. He claims that some of the militiamen found a strange mine out in The Scorpion Lands, but those who went in to investigate did not all return. Apparently the Lands themselves are inhabited by roving bands of wild uruks and the mysterious lizardmen. Inside the mine, however, he claims they found a new breed of uruk - which he called a half-uruk (but what they were bred with, he could not readily identify). They may have been speaking a gutteral form of Khazad, the dwarven tongue, however. He also spoke of a special bowl that was spotted by someone in the party but they were unable to obtain it and barely got away with their lives. He fully believes it to be magical in nature and might help restore his family's honor.

Treasure Obtained

Adventure Points Earned

  • Lizardman defeated/caused to flee: 30 AP (all)
  • L2SR on IQ to identify militiaman's wounds/source - Mad Dermot: this roll may have been completed slightly incorrectly, so let's just call it 20 AP even for now
  • L2SR on DX to dodge incoming initial bolts - Algernon: 18 AP
  • L2SR on DX to dodge incoming initial bolts - Mad Dermot: 10 AP
  • L2SR on DX to dodge incoming initial bolts - Grei: 18 AP (after second attempt to make SR)
  • L1SR on IQ to determine a way to cause Tragusses to attack one another - Mad Dermot: 14 AP
  • Floating-head Tragssuses defeated (x2): 40 AP (all)
  • Spider-like Tragssuses defeated (x3): 153 AP (all)
  • Returning safely to ShaRass: 20 AP (all)
  • L1SR on IQ to identify a good fence - Algernon: 18 AP
  • L1SR on IQ to identify a good fence - Mad Dermot: 16 AP

Game World

  • The game world is the traditional one of Trollworld, and you are currently on The Dragon Continent, Rrr'lff.

House & Core Rules

  • Spite damage will be utilized in order to speed combat along.
  • The MR rating for creatures will decrease as they weaken.
  • Humans will get a second SR check if the first roll does not come up as a value of 3.
  • Spite damage always cuts through armor and will be taken as CON or MR hits as per the core rules.

Important Links