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Re: (TFT) re: SOLO II
    The Old Absinthe tavern is behind The Cathedral on Royal Street only a 
couple of blocks to the east.  It has a very expensive glass front so anyone 
walking by can see in.  The wood framing is treated with a dark stain to 
make it look older than it is.  To your surprise, even at noon, the front 
door is open and you can see patrons sitting at the bar through the window.
    The guards enter first.  One goes to the back and stands next to the 
back door and the stairs.  The other stands next to the front door.  You and 
the monks enter.  Everyone has put down their mugs and turned on their 
stools to see what is going on.
    The bar keeper is very healthy clean cut looking young man.  He calls 
to you sternly "Take it somewhere else padre.  We don't like your kind 
here."  All the patrons at the bar turn their backs and go back to their 
drinking.  The mugs are made of very expensive glass, with "Old Absinthe" 
written on them.  The bar tender is looking at you like your some kind of 
insect.
    You walk up, reach into a pocket in your robe, produce the shot glass 
you got off the wizard and slap it down on the bar.  "Tell me about three 
wizards who drink here.  One in silver chainmail."
    He looks disappointed in you.  He's younger than you are but has a 
condescending air about him.  He shakes his head slightly like some one who 
is going to scold a child and just points with his left hand up to one of 
the corners of the tavern.
    Mounted in the corner up near the ceiling is a small statue with two 
gems for eyes.  It is some kind of face made of green stone.  The face has a 
circle of leaves carved around it.  It looks like an old Celtic type of 
Green Man.  A pagan Idol.
    You have the distinct impression that it can really see you.  The eyes 
glint.  You realize that it is a wizard's Proxy.  An enchantment that allows 
one to see through the eyes of a carving.  It has a full view of the entire 
tavern and can even see the street through the big front window.  Who ever 
the wizard is behind this operation he is now aware that you are in his 
tavern.  Two turns later a lesser demon appears in the room.
__ D  __    __    __
/  \__/G \__/| \__/  \
\__/  \__/  \|s/ta\ir/
/  \__/  \__/|_\__/__\
\__/  \__/ P\__/  \__/
/  \__/  \__/||\__/  \
\__/  \__/ P\__/  \__/
/  \__/  \__/||\__/  \
\__/  \__/  \__/  \__/
/  \__/  \__/||\__/  \
\__/  \__/L \__/ K\__/
/  \__/  \__/||\__/  \
\__/  \__/ P\__/  \__/
/M1\__/  \__/||\__/  \
\__/M2\__/  \P\\__\__/
/  \__/  \__/ P\__/__\
\__/  \__/  \__/  \__/
/  \__/G \__/  \__/  \
\__/D \__/  \__/  \__/
|| bar
P: patrons lining bar
D: door
G: guard with halberd
M1,M2: quarterstaff monks
L: Lubik
K: Bar Keep
Lesser Demon
ST: 50    Bare hands 2D
DX: 13
IQ: 16
MA: infinite, effectively teleports
Guard
ST: 13    Halberd 2D
DX: 11
IQ:  8
MA: 10
Quarterstaff monks
ST: 11    Quarterstaff 1+2
DX: 12
IQ:  9
MA: 10
    The patrons will not move, they will just watch.  The Bar Keeper wont 
interfere either.  The demon is bent on destroying you.  It has 11 turns to 
do it before it disappears.
    Each turn the demon will try to win initiative.  If it does it will 
make your team move first.  Then it will teleport into someone's rear hex.  
If it loses the initiative roll it will teleport away to some unknown 
location and sit out the turn.  It will not allow itself to be charge 
attacked.
    At a strength of fifty the demon is not affected by injuries under 
fifteen points of damage.  At fifteen points it gets DX -2 next turn.  It is 
knocked down of it takes twenty five points, or more, in one turn.
    David Michael Grouchy II
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