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Re: (TFT) re: SOLO II



After the conflict with the Salamander the street is filled with priests and monks. They bring tons of healing potions. While one of your quarterstaff monks is theorizing to them that a Noble named Incisor must be behind the attack you have a very determined thought. ``I know where he is.'' You start walking down Royal Street for the east gate. The entire congregation of the holy follows. You pass by the market where farmers have baskets of produce on display. It is long roofed building without walls. Built to protect the farmers and their goods from rain. They stir, grabbing each other by the arm and pointing. Staring in awe. You pass by like a living mission with a cape of priest in tow behind you. With each step you become more determined. At the east gate there are a couple of town guard and a squad of soldiers. A knight and some ground forces. The don't even warn you about the marsh fires. They just get out of the way as you lead the parade of priests out the gate. The marsh on each side of the road is a blackened char of roasted grass. The burning has eaten its way about one hundred meters away from the city. Streaks of smoke rise like crooked fingers. Rising up to join the heavy dark clouds of smoke overhead. The fires have burned past the cemetery. The cemetery outside of New Orleans is above ground. If one digs a hole over a meter deep it immediately fills with water. So they have to encase the coffins in stone and leave them sitting above ground. The cemetery looks like a miniature city of mausoleums. Coming towards you is an upper class noble dressed in an all white suit. He has the air of courtly graces about him, and he looks like Mark Twain. He has a retinue of four wizardly apprentices with him. All of them look tired. When you get close enough on the road you recognize the man. He made you an offer in the Cajun village to join the vampires. At that time he said to you ``Join us or we will leave this place.'' He recognizes you, and looks surprised that you are alive. This time you do the talking. ``The only place one could summon a salamander of that size would be out here, next to the burning marsh.'' You're done talking and you charge attack. All of the priests and monks who came with you are too surprised, to uncertain to do anything. You will have to take all five of them alone. Fortunately they are very tired form spending all their fatigue strength on the elemental.

Incisor
ST: 10 -6 from fatigue
DX: 13    Gentleman's cane/staff of power 2D
IQ: 28
MA: 10    Trip 2fs, 1-hex fire 1fs

Apprentice
ST:  8 -6 from fatigue
DX: 14    Staff 1D
IQ: 10
MA: 10

Apprentice
ST:  8 -6 from fatigue
DX: 13    Staff 1D
IQ: 11
MA: 10

Apprentice
ST:  8 -6 from fatigue
DX: 14    Staff 1D
IQ: 11
MA: 10

Apprentice
ST:  8 -6 from fatigue
DX: 14    Staff 1D
IQ: 12
MA: 10


Their spells don't matter as they are exhausted. The only spell Incisor can cast is trip or the one hex version of his create fire spell because they are cheep enough, so they are listed. This is going to be a straight weapons fight. This concludes solo adventure II. In Incisor's pocket will be found a broken statuette of a lesser demon. This one piece of evidence will condemn him and exonerate you actions against him. An Item of a bound lesser demon is very illegal. Examination of his body will also reveal that he was a vampire. The next installment on this thread will be ``The Vampire Plantation.'' Going to clean out Incisors' home, The Mrytles Plantation house and grounds. Before that The continuing adventure of Father Lubik as a vampire will be posted first. Bringing that adventure up to date with this one.

    David Michael Grouchy II


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