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Re: (TFT) re: SOLO II



On the outside the old Brewery looks like a study in bad architectural evolution. It may have started as a small two story building, that had addition after addition slapped on it. It's a bit of a hodge podge. Different colored bricks, tile roofing here, slate roofing there. The front door and few windows are empty places. Everything of wood has been burned out of the building last year. The monks deploy with their ladders and start on the windows. You do the front door. By mounting the cross inside on the frame you hope to create a one way trap. A vampire will not see the symbol as they enter, but if they try to leave they will see it there on the inside on the door frame. The monks are doing the same to the windows. The whole operation takes ten minutes and goes off without a hitch. There was some banging where nails had to be driven as there was nothing suitable to hang the symbols on. But no one stirred or came to see what was happening. Four of the monks are waiting across the street under a balcony with their ladder. You join them and turn to see a monk on the roof hanging a last rosary down the top of the chimney. He cautiously walks down to the edge of the roof, turns, and gets on the ladder. In a moment the second team is with you.

    Y'all wait.
    An hour goes by.
    It must be about two o'clock in the morning.

A lone youth walks around the corner going straight for the brewery. He enters without event. Minutes go by and nothing happens. Then a commotion starts. Voices, sounds of things breaking, panicked running. The number of sounds get muffled but grow. There are quite a number of people panicking inside. A minute later a startled yelp comes from the chimney. Everything goes quiet. Then a loud pounding starts. A few turns later you can see a section of the tile roof break open and a swarm of children come flying out. They are armed and as angry as hornets. Against a backdrop of red clouds they spread out on the roof tops. One of them spots your group and calls to the others. They all have ranged weapons. Crossbow they used to need cranequins for, but now with their new vampire strength they can cock by hand.

The 8 monks with you

ST: 11    Quarterstaff 1+2
DX: 13
IQ:  9    Priest(2), charisma(2), Literacy(1)
         Quarterstaff(1), boating(1),
         Swimming(1), climbing(1)


12 Vampire kids, light crossbow

ST: 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14
DX: 10    Light crossbow 2D, every second turn
IQ:  8    Crossbow(1), Thief(2), knife(1)
MA: 10/10


4 Vampire kids, Heavy Crossbow

ST: 15, 15, 15, 15
DX: 10    Heavy crossbow 3D, every third turn
IQ:  8    Crossbow(1), Thief(2), knife(1)
MA: 10/10


3 Vampire kids, Long bow

ST: 14, 14, 14
DX: 12    Long bow 1+2, 20 shots
IQ:  8    Bow(2), Thief(2), Knife(1)
MA: 10/10


1 Leader (almost an adult)

ST: 12    Lightning rod 10 charges 1D per
DX: 13
IQ: 11    Tactics(2), Blur(1), Illusion(1)
MA: 10/10 Summon wolf(1), lock/knock(1)
         Silent movement(1), literacy(1)

The leader will try and shoot you with a 4D lightning bolt, 3D on the next turn, and 3D on the turn after that. He hopes to make you dead dead dead. Even if he gets you with the first shot he will continue firing at the body. The kids with crossbows and bows will try to shoot your squad. This is going to be a running fight. You and the monks can move half your MA and dodge so the kids have to roll on 4D vs. DX to hit, or you can move full MA and let them roll 3D to hit. If any of you can make it to The Cathedral yard you will be safe. First a large scale map of where you are in the city.

_ _ _ _ _ _ _ north wall of city _ _ _ _ _ _ _ _ _ _ _ _ _ _
|   _ _    _ _    _ _    _ _    _ _    _ _    _ _ rampart
|  |   |  |   |  |   |  |Bre|  |   |  |   |  |   |  |   |
|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|
|   _ _    _ _    _ _    _ _    _ _    _ _    _ _ burgundy
|  |   |  |   |  |   |  | * |  |   |  |   |  |   |  |   |
|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|
|   _ _    _ _    _ _    _ _    _ _    _ _    _ _ dauphine
|  |   |  |   |  |   |  |   |  |   |  |   |  |   |  |   |
|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|
|   _ _    _ _    _ _    _ _    _ _    _ _    _ _ bourbon
|  |   |  |   |  |   |  |   |  |   |  |   |  |   |  |   |
|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|
|   _ _    _ _    _ _    _ _    _ _    _ _    _ _ royal_
|  |   |  |   |  |   |  |   |  |Cab|  |Cat|  |   |  |   |
|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|
|   _ _    _ _    _ _    _ _    _ _           _ _ chartres
|  |   |  |   |  |   |  |   |  |   |  square |Pre|  |   |
|  |_ _|  |_ _|  |_ _|  |_ _|  |_ _|         |_ _|  |_ _|
|
|
|
|_ _ _ _ _ _ _ River / dock side of city _ _ _ _ _ _ _ _ _ _

*: Position of you and the monks
Bre: Old Brewery
Cat: St. Louis Cathedral
Cab: Government building/ Cabildo
Pre: Monks' quarters/ Presbyteree

Now for a more detailed map of one city block. This map is to show the shape and proportion of the side walks and brick paved roads. Even though the sidewalk is covered by a balcony it will offer no protection from shots from the roof on the other side of the street. Due to the heat of this climate the ceiling of rooms are four meters. Very tall. This gives the heat somewhere to go and makes the rooms cooler. As a consequence the balconies are that tall. The star shows the position of your team, and there is a sample distribution for some of the children who have landed. The rest are still airborne.

_ _ _ _ _ _ _ _ _ __    _ _ _ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _ _ _ |  | _ _ _ _ _ _ _ _ _ |
|                   ||  ||                 ||
|                   ||  ||                 ||
|   old             ||  ||                 ||
|    Brewery        ||  ||                 ||
|                   ||  ||                 ||
|                   ||  ||                 ||
|                   ||  ||                 ||
|c6 c5 c4 c3 c2 c1  ||  ||c7 c8 c9 c10 c11 ||
|_ _ _ _ _ _ _ _ _ _||  ||_ _ _ _ _ _ _ _ _||
_ _ _ _ _ _ _ _ _ __|  | _ _ _ _ _ _ _ _ _ |

_ _ _ _ _ _ _ _ _ __    _B_u_r_g_u_n_d_y_ _street
_ _ _ _ _ _*_ _ _ _ |  | _ _ _ _ _ _ _ _ _ |
|                   ||  ||                 ||
|                   ||  ||                 ||
|                   ||  ||                 ||
|                   ||  ||                 ||
|                   ||  ||                 ||
|                   ||  ||                 ||

Finally we have the Hex scale map of an intersection. This shows a street lined by two sidewalks. The sidewalks are three hexes wide and marked by the straight lines. There are lamp poles and columns hold up the balconies but these features are not important in this fight. Each block, from intersection to intersection is 84 hexes long. All in all this makes for a journey of about 220 hexes. At full MA that's 22 turns or about two minutes, four if dodging.
__    __    __    __    __    __    __
/  \__/  |__/  \__/  \__/  \__/  |__/  \__
\__/  \__|  \__/  \__/  \__/  \__|  \__/  \
/  \__/  |__/  \__/  \__/  \__/  |__/  \__/
\__/  \__|  \__/  \__/  \__/  \__|  \__/  \
/  \__/  |__/  \__/  \__/  \__/  |__/  \__/
\__/  \__|  \__/  \__/  \__/  \__|  \__/  \
/  \__/  |__/  \__/  \__/  \__/  |__/  \__/
\________|  \__/  \__/  \__/  \__|________\
/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
\__/  \__/  \__/  \__/  \__/  \__/  \__/  \
/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
\__/  \__/  \__/  \__/  \__/  \__/  \__/  \
/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
\__/  \__/  \__/  \__/  \__/  \__/  \__/  \
/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
\__/  \__/  \__/  \__/  \__/  \__/  \__/
/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
\__/  \__/  \__/  \__/  \__/  \__/  \__/
/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
\__/  \__/  \__/  \__/  \__/  \__/  \__/
/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
\________/  \__/  \__/  \__/  \__/_________
/  \__/  |__/  \__/  \__/  \__/  |__/  \__/
\__/  \__|  \__/  \__/  \__/  \__|  \__/
/  \__/  |__/  \__/  \__/  \__/  |__/  \__/
\__/  \__|  \__/  \__/  \__/  \__|  \__/
/  \__/  |__/  \__/  \__/  \__/  |__/  \__/
\__/  \__|  \__/  \__/  \__/  \__|  \__/
/  \__/  |__/  \__/  \__/  \__/  |__/  \__/
\__/  \__|  \__/  \__/  \__/  \__|  \__/

    The vampires can only move 1 hex on the same turn they
shoot, but they can move half their MA and reload.  If they are
flying they get DX-4, so they will try to land on a roof to
shoot.  This altitude increases the range of their shots so it
takes 1 point off their DX.  If they land in the street they only
get normal DX mods for range.  They will try to hit everyone for
two turns before pursuing.  This gives them a total of DX-2 the
first turn, and DX-4 the second.
    Also, nine of them are still airborne the first turn.  They
will delay their movement to chase your team in which ever
direction you go.  Then they will land and shoot for two turns,
while the first group flies ahead.  The two groups of vampires
will continue to leap frog in this way.  It is worth mentioning
that statistically one of the kids should score a critical hit
before the your team reaches the safety of The Cathedral.

    [there is no real chance for any experience.]

    David Michael Grouchy II


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