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(TFT) Re: The Gate Escape



At 21:58 -0500 2/19/04, Alan R. wrote:

Interesting use #3

Escape from .... wherever

You cast the first half of a gate near your home that will only transport
you.

Put a 50 ST battery in your pocket.

... resist the temptation to tap into that 50 ST, even when things are going really bad ...

Days, weeks, years go by.  When you are over-run and it's hopeless....
complete the gate and pop home for a cold one.

...leaving your buddies in the lurch. Good luck with getting those players to trust you next time. Better rule might be to pass anyone that you have just patted on the back (includes yourself, just pat yourself on the back for saving the party and go through last).

Then hope fervently while having your "cold one" that whatever overran you (and remember, you are an IQ 15+ wizard with the resources to hold a 50-point ST battery *in reserve*) did *not* include a Wizard who knows "Control Gate". Else he'll be through after you in 2 turns.

Grab whatever is handy, Recharge your ST, pop back to recover the bodies of
your former companions.

Or maybe just use the "Gate Lock" in the "break glass in case of emergency" case on your living room wall to collapse the gate behind you, for safety.

You can tell, I've thought about this too. It's a nice plan, but it has drawbacks as an emergency out. Probably better to use in a planned campaign - grind down through the dungeon for a few hours, then when you find a good spot, fortify it and gate home to rest. Spend a couple days, then gate back to where you were and go on. You'd never have to "camp out" in a dungeon. It'd be better than having a Winnebago. But it'd take 100 ST/day to set up the gates, so you'll need a lot of apprentices.

--
					- Mark
			210-522-6025, page 888-733-0967
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