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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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