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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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