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Re: (TFT) re: SOLO II



If you ignored the summoned creatures and went straight for the wizards the fight should have presented little trouble. On the other hand fighting the summoned creatures first would probably get everyone killed. Two things play into this. Summoned creatures can't move or act on the first turn, and if you kill the summoning wizard the creature only gets one more turn before it disappears. Unlike the other fight you had on Bourbon Street this one did not attract a crowd. Something about seeing a dragon in a fight seems to clear the streets. In you entire life you don't think you have seen Bourbon Street empty at night. It is utterly deserted. Searching the bodies of the wizards you find that the strength batteries are attached to staves. Touching them will cause an explosion so they are pushed into the leather sacks with the end your spear. They will be carried in the sacks by a rat catcher back to The Presbyteree to have the staff spell dissolved. Then the batteries may be used by wizard monks. The robe, upper class clothes, and silver chainmail are magical. You already stop 6 points of damage due to iron flesh. It is advisable that Roget wear the chainmail, and the other pieces be given to the monks. If one or two of the monks died you can get replacements back at The Presbyteree. Roget's gang will help carry bodies, including those of wizards. In one wizard's pouch you find a clue. It's a shot glass from a tavern called "Old Absinthe." You've heard of the place. It's a dive that attracts people who are into drinking illegal potions. Everyone heads to The Presbyteree. This has been the longest night of your life. It is now ending. The sky is growing light with the coming dawn. By the time you reach the square in front of The Cathedral you can see the green in the plants. Light is spreading everywhere. One of the rat catchers speaks to no one in particular. "Holy insence. I bet that'll drive those rats out of the walls. We'll get all you priests to bless a whole lot of insence." You realize he's right. In your minds eye you can see a brass sphere hanging from three chains. It's called a censure. Insence is put in it and an alter boy swings it back and forth before the priest in processions. The church already has a lot of insence. As your team enters The Presbyteree you have a feeling that it really is dawn.

After briefing the other monks about the fight, sharing the plan to use insence in driving the rats from the walls, and eating a little, you go to sleep. You sleep most of the morning.

Around noon you wake. Roget and his crew have risen and are gathering a lot of insence to go out and bag rats. Most of the monks have been manufacturing lanterns which have patterns that shine light in the shape of a cross. A great team of them is planning to clean out the old brewery. You and two quarterstaff monks take three lanterns and set off to search the Old Absinthe tavern. It should be closed, since its broad daylight, so you decide to stop by The Cabildo and get some Town Guard to come with you. The have the authority to enter any premise. When you leave the building and enter the square you find that the Governor has called out the army. You have seen soldiers in the city before, but never armed with weapons as they are now. And not in great numbers. There are four different companies of about eighty men each. The Bishop is standing on the steps of The Cathedral next to the Governor blessing them. Priests are walking up and down the ranks putting a rosary on each man. There are four companies. The archers, each man with a long bow, short sword, small shield, and cloth armor. The Skirmishers with halberd, boomerang, and bola who are fleet of foot. The footmen with crossbow, broadsword, large shield, and leather armor. And the cavalry with riding horses, lance, small shield, bastard sword, chainmail, and DX+2 for the height of their mounts. The cavalry is taking the rosary from the passing priests and putting them on for themselves. You take your two monks, walk around the assembly and enter The Cabildo. After a few minutes with the sergeant, showing him the shot glass and telling the story of the wizard's attack he sends two guard with you. They have halberd. The five of you set off for the Old Absinthe tavern.

    David Michael Grouchy II


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