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Re: (TFT) summonings



For some reason I suspect the only reason anyone would consider bringing the poor little misunderstood prootwaddles on an adventure with them would be to send them ahead through dungeon complexes to test for traps. Which reminds me of an anecdote Crazy Egor once regaled me with, leaning over the counter in his store... Seems he had one chamber in his dungeon which he stocked with all the traps from Grimtooth's Traps -- a separate trap for each 10X10 foot area of the chamber's floor. He had a sign placed over the chamber's entrance which clearly stated: DANGER TRAPS!!!, but a cocky hobbit thief confidently strode into the room and was promptly killed by spears sprung from three directions and boiling oil dumped from above. The other members of this party of adventurers tied the hobbit's corpse to the end of a long pole and by dangling him ahead of them used him to trip all of the room's other traps. The point being: you only need one prootwaddle to test a dungeon for safety.

From: Joe Hartley <jh@brainiac.com>
Reply-To: tft@brainiac.com
To: tft@brainiac.com
CC: tft@brainiac.com
Subject: Re: (TFT) summonings
Date: Tue, 11 Apr 2000 08:56:51 -0400 (EDT)

"Patrick Keleher" <patkeleher@hotmail.com> wrote:
> IQ9 Summon Prootwaddle (C) Costs 2ST to catch, and nothing to maintain.

Is this even necessary?  Can't one wave some sort of greasy food item
about (a cup of lard will do!) and call "Heeere, proot!"?  This should
bring at least one begging.  Give him the food (or lard), and your
stuck!

> In fact the prootwaddle will NEVER go away unless you cast:
>
> IQ20  Return Summoned Prootwaddle (C)  Costs 1ST for each turn the
> prootwaddle has been in existence.

A shiv in the back is much easier :)


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